Evidence map›Paper›PMID 40597948›Full record

ArticleBMC medical education2025

Enhancing radiographic interpretation: effects of gamification on medical students' knowledge, skills, and satisfaction - a quasi-experimental study.

Zahra Karimian, Mohammad Momeni, Nahid Zarifsanaiey

Abstract read
In one paragraph

Article in BMC medical education, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Zahra KarimianDepartment of E-Learning in Medical Sciences, Virtual School and Center of Excellence in e-Learning, Shiraz University of Medical Sciences, Shiraz, Iran. Karimian@sums.ac.ir.ORCID http://orcid.org/0000-0002-5631-6448
Mohammad MomeniDivision of Radiology, Sina Hospital, Tehran University of Medical Sciences, Tehran, Iran. mm.momeni@yahoo.com.ORCID http://orcid.org/0000-0002-1168-1177
Nahid ZarifsanaieyDepartment of E-Learning in Medical Sciences, Virtual School and Center of Excellence in e-Learning, Shiraz University of Medical Sciences, Shiraz, Iran.ORCID http://orcid.org/0000-0002-1297-8271

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundInterpreting radiographs is a complex task due to the diverse pathologies that can affect their appearance, leading to difficulties and ambiguities in interpretation. It is crucial to employ engaging and effective educational methods for medical students. This study focuses on designing, implementing, and evaluating a gamification approach to enhance radiographic interpretation skills among medical students.

methodsThe research utilized a Quazi-experimental design involving 82 fifth-year medical students enrolled in a radiographic interpretation course during the 2022-2023 years. Participants were divided into two groups of received internship in a routine method (In-person rotation) and gamified approach training (In-person rotation + Gamification). Students engaged in a competitive gamified environment with a total of 200 clinical cases. Three assessment instruments were used: 80 multiple-choice questions (MCQs), 10 scenario-based cases in an Objective Structured Clinical Examination (OSCE), and a 21-item Technology Acceptance Model (TAM) questionnaire to evaluate student satisfaction. Data analysis was conducted using paired t-tests, independent t-tests, and one-sample t-tests with SPSS version 24.

resultsThe comparison of knowledge scores between post-tests and pre-tests indicated significant differences for both routine method (In-person rotation) (P < 0.001) and the gamification approach (P < 0.001). However, when comparing post-test scores between the two groups, the results revealed that the gamification method was significantly more effective than In-person rotation (P < 0.001). Additionally, the acceptance of technology, as measured by student satisfaction in the gamified education group, exceeded the cutoff average across all components.

conclusionThe study's findings demonstrate that gamified method effectively enhances knowledge, skill, and student satisfaction. Implementing this approach in educational settings can lead to significant benefits, creating a more engaging and interactive learning experience that improves academic outcomes and increases student motivation and enjoyment.

Indexed as

Clinical CompetenceEducation, Medical, UndergraduateRadiographyRadiologyStudents, MedicalVideo GamesEducational MeasurementFemaleHumansMalePersonal SatisfactionSurveys and QuestionnairesClinical EducationE-learningGamificationMedical educationOnline learningRadiographic interpretationRadiology

Identifiers

PMID40597948
PMCPMC12210481

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LicenceCC BY
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Registered trials

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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.