ReviewJMIR dermatology2021
Gamification and Game-Based Strategies for Dermatology Education: Narrative Review.
Review in JMIR dermatology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 papers, 3 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
19 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Motivation Theories and Constructs in Experimental Studies of Online Instruction: Systematic Review and Directed Content Analysis.JMIR medical education · 2025Pooled it
- Dropout Rate in Digital Health Interventions for the Prevention of Skin Cancer: Systematic Review, Meta-analysis, and Metaregression.Journal of medical Internet research · 2022Pooled it
- Comparison of the effects of burn assessment mission game with feedback lecture on nursing students' knowledge and skills in the burn patients' assessment: a randomized clinical trial.BMC medical informatics and decision making · 2024Trial
- The power of play-based learning: evaluating the impact of collaborative gamified quizzing on medical students' learning through the lens of Kirkpatrick's framework.BMC medical education · 2026Article
- Gamified Simulation for Onboarding Health Care Teams in Emergency Care: Development and Preliminary Feasibility Study.JMIR formative research · 2025Article
- Game-based learning in undergraduate medical education: evaluation of an interdisciplinary escape room.BMC medical education · 2025Article
- Game on or game over? Gamification from 360-degree perspective, perception, confidence, and challenges in simulation based nursing education: mixed-method study.BMC nursing · 2025Article
- Designing and implementing a self-learning game with a problem-solving approach to improve students' personal health and healthy nutrition behavior.BMC research notes · 2025Article
- A scoping review of gamified applications in English language teaching: a comparative discussion with medical education.BMC medical education · 2025Article
- A comprehensive review of 21 common dermatology smartphone applications: evaluating socioeconomic and geographical barriers.Archives of dermatological research · 2025Review
- Skin of colour dermatology education in US primary care residency programmes: a nationwide cross-sectional survey of programme directors.Skin health and disease · 2025Article
- Knowledge, Awareness, and Perceptions Towards Antibiotic Use, Resistance, and Antimicrobial Stewardship Among Final-Year Medical and Pharmacy Students in Saudi Arabia.Antibiotics (Basel, Switzerland) · 2025Article
- Article
- Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game.JMIR formative research · 2024Article
- Artificial Intelligence and Healthcare Simulation: The Shifting Landscape of Medical Education.Cureus · 2024Review
- Crossover design in triage education: the effectiveness of simulated interactive vs. routine training on student nurses' performance in a disaster situation.BMC research notes · 2023Article
- Emergency Medicine Obstetrics and Gynecology: A Case-Based Curriculum for Residents.MedEdPORTAL : the journal of teaching and learning resources · 2023Article
- Motivational Design for Web-Based Instruction in Health Professions Education: Protocol for a Systematic Review and Directed Content Analysis.JMIR research protocols · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundGame-based approaches, or gamification, are popular learning strategies in medical education for health care providers and patients alike. Gamification has taken the form of serious educational games and simulations to enable learners to rehearse skills and knowledge in a safe environment. Dermatology learners in particular may benefit from gamification methods, given the visual and procedural nature of the field.
objectiveThis narrative review surveys current applications of gamification within general medical training, in the education of dermatology students, and in dermatology patient outreach.
methodsA literature search was performed using PubMed, Google Scholar, and ResearchGate to access and review relevant medical education- and dermatology-related gamification studies published in peer-reviewed journals. Two independent researchers with education and experience in dermatology screened publications to select studies featuring a diversity of gamification approaches and study subjects for in-depth examination.
resultsA total of 6 general medical education-related and 7 dermatology-specific gamification studies were selected. Gamification generally increased motivation and engagement, improved reinforcement of learning objectives, and contributed to more enjoyable and positive educational experiences compared to traditional modes of instruction. Enhancing examination scores, building confidence, and developing stronger team dynamics were additional benefits for medical trainees. Despite the abundance of gamification studies in general medical education, comparatively few instances were specific to dermatology learning, although large organizations such as the American Academy of Dermatology have begun to implement these strategies nationally. Gamification may also a provide promising alternative means of diversifying patient education and outreach methods, especially for self-identification of malignant melanoma.
conclusionsSerious games and simulations in general medical education have successfully increased learner motivation, enjoyment, and performance. In limited preliminary studies, gamified approaches to dermatology-specific medical education enhanced diagnostic accuracy and interest in the field. Game-based interventions in patient-focused educational pilot studies surrounding melanoma detection demonstrated similar efficacy and knowledge benefits. However, small study participant numbers and large variability in outcome measures may indicate decreased generalizability of findings regarding the current impact of gamification approaches, and further investigation in this area is warranted. Additionally, some relevant studies may have been omitted by the simplified literature search strategy of this narrative review. This could be expanded upon in a secondary systematic review of gamified educational platforms.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.