ArticleBMC medical education2023
Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study.
Article in BMC 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.
What it found
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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.
The trial behind it
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Who cites it
5 citing papers in PubMed, 20 citations in OpenAlex.
- Comparing structured note-taking and multiple-choice question writing as learning strategies among physiotherapy students.BMC medical education · 2025Trial
- Effectiveness of gamification-based teaching in approach to eye trauma: a randomized educational intervention trial.BMC ophthalmology · 2024Trial
- Gamification in the Medicine and Surgery course for occupational therapy and physiotherapy undergraduate students.The South African journal of physiotherapy · 2026Article
- Effect of gamification applications on success of dentistry students.World journal of methodology · 2025Article
- Overview of styles, content, learning effects and attitudes of students towards digitally enhanced physiotherapy education - a scoping review.BMC medical education · 2025Article
Corrections and comments
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Authors and funding
6 authors at 4 institutions in 1 country.
Funding
Abstract
backgroundFor health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resources in the classroom with physiotherapy students.
methodsA comparative study on gamification-based teaching resources was carried out during the first semester of the 2021-2022 academic year. A total of 33 physiotherapy students participated in this study. After the theoretical topics were taught, the participants were invited to participate in different gamification resources such as Kahoot!, Physiotherapy Party and Escape Room. The gaming experience with the different gamification resources was measured with the GAMEX scale.
resultsThe Physiotherapy Party showed a higher score in relation to the enjoyment dimension compared to the Kahoot! and Escape Room (p = 0.004). The Escape Room presented higher scores in absorption, creative thinking, activation and dominance compared to Kahoot! and Physiotherapy Party (p < 0.005).
conclusionsGamification resources promote enjoyment and creativity in the students in the classroom. The use of new teaching methods based on gamification, such as Escape Room as Physiotherapy Party should be considered as first choice in the use of gamification resources due to the benefits they bring to students.
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Registered trials
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