ArticleKorean journal of medical education2023
Card and board game design for medical education: length and complexity considerations.
Article in Korean journal of medical education, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
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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.
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Who cites it
5 citing papers in PubMed.
- Can Serious Games Be Used in Teaching Clinical Reasoning to Nursing Students?Journal of advances in medical education & professionalism · 2026Article
- Print, Play, and Learn: Cataloging Card and Board Games for Medical Education From 1980 to 2025.Cureus · 2025Article
- Empiric: A Card Game for Guideline-Based Antibiotic Prescribing Used for Continuing Medical Education.MedEdPORTAL : the journal of teaching and learning resources · 2025Article
- Veterinary antimicrobial card game improves antimicrobial selection skills in veterinary students.Frontiers in veterinary science · 2025Article
- Educator's blueprint: A how-to guide for creating analog serious games for learning in medical education.AEM education and training · 2023Article
Corrections and comments
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Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
purposeThere is growing use of games for health professions education. Card and board games are relatively easy to develop, effective for education, supported by educational theory, and generally well accepted by learners; yet, they remain relatively infrequently described in the medical education literature.
methodsA questionnaire was developed to understand barriers to use of card and board games and to understand user preferences to inform their development. The questionnaire was offered to students and educators downloading a printable antibiotic card game online.
resultsThe questionnaire was completed by 335 health professionals primarily by physicians, pharmacists, and their trainees. Participants described preferences for shorter games and games with lower complexity. Player counts in the two to four range were the most commonly desired. The most frequently cited barriers were lack of availability in desired subjects, cost, and concerns about content accuracy.
conclusionEducators looking to develop or use serious card and board games should start with shorter, lower-complexity games. Methods to assure and demonstrate content accuracy for educational games should be explored by educators and researchers.
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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.