ArticleBMC medical education2023
Gamified versus non-gamified online educational modules for teaching clinical laboratory medicine to first-year medical students at a large allopathic medical school in the United States.
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 11 papers.
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Who cites it
11 citing papers in PubMed.
- An Exploratory Evaluation of Game Experience in a Gamified Online Telehealth Learning Module.Nursing open · 2026Article
- Preliminary Assessment of the Effect of a Flipped Classroom Combined with Mind Mapping on Learning Outcomes in Ultrasound Use in Animal Husbandry Education: A Comparison with Traditional Lecture-Based Learning Among Third-Year BS Students in China.Animals : an open access journal from MDPI · 2026Article
- Article
- Educational strategies for enhancing medical students' competency in laboratory medicine practice: a scoping review.Frontiers in medicine · 2026Review
- Gamification in Pathology: Mode of Improving the Subject Understanding and Academic Performance of Indian Medical Undergraduates.Journal of pharmacy & bioallied sciences · 2025Article
- Effects of Technology-Enhanced Learning on Student Engagement in Basic Medical Education: A Systematic Review.Medical science educator · 2025Review
- Enhancing radiographic interpretation: effects of gamification on medical students' knowledge, skills, and satisfaction - a quasi-experimental study.BMC medical education · 2025Article
- Development and validation of a questionnaire for laboratory medicine knowledge and attitudes in clinical medical interns.Frontiers in medicine · 2025Article
- Pathogen Pursuit: A Gamified Format to Learn Infectious Diseases and Antimicrobial Stewardship for Medical Residents.MedEdPORTAL : the journal of teaching and learning resources · 2025Article
- Enhancing Ethnic Traditional Sports Education Through Sports Psychology: Significance, Challenges, and Strategies.Psychology research and behavior management · 2025Review
- Knowledge and attitudes toward clinical laboratory medicine among undergraduate medical interns in China: a cross-sectional survey.Frontiers in medicine · 2025Article
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundMedical educators seek innovative ways to engage learners efficiently and effectively. Gamification has been explored as one way to accomplish this feat; however, questions remain about which contexts gamification would be most useful. Time constraints and student interest present major barriers for teaching laboratory medicine to students. This study aims to compare two versions of an interactive online module, one gamified and one not, for teaching laboratory medicine concepts to pre-clinical medical students.
methodsFirst-year medical students reviewed either a gamified or non-gamified version of an interactive online module in preparation for an in-person flipped classroom session on Laboratory Medicine. Learning theory guided the design of the modules and both contained identical content, objectives, and structure. The "gamified" module included the additional elements of personalization, progress meters, points, badges, and story/role play. After reviewing the module, students completed an anonymous knowledge check and optional survey.
resultsOne hundred seventy-one students completed the post module knowledge check as assigned (82 gamified, 89 non-gamified). Knowledge check scores were higher for the students who reviewed the gamified module (p < 0.02), corresponding to an effect size of 0.4 for the gamified module. Eighty-one students completed optional post-module surveys (46 gamified, 35 non-gamified). Instructional efficiency was calculated using task difficulty questions and knowledge check scores, and the resulting instructional efficiency was higher for the gamified module. There was no significant difference in the student-reported time required to complete the modules. Additionally, both versions of the module were well received and led to positive ratings related to motivation and confidence. Finally, examination of open-ended survey results suggested that the addition of game elements added value to the gamified module and enhanced engagement and enjoyment.
conclusionsIn this setting, the addition of gamification to an interactive online module enhanced learning outcome, instructional efficiency, student engagement and enjoyment. These results should inspire further exploration of gamification for teaching Laboratory Medicine concepts to pre-clinical medical students.
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