Evidence map›Paper›PMID 40598034›Full record

Trial reportBMC medical education2025

The effect of an interactive game-based e-book with simulative clinical scenarios on the health literacy competency among medical students in Taiwan.

Pei-Ling Tseng, Hui-Fang Yang, Chia-Chen Chang, Tai-Yuan Chiu, Jaw-Shiun Tsai, Hsiang-Ru Lai, Chen-Yin Tung

Abstract readRandomized Controlled Trial
In one paragraph

Trial report 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 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing 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

2 citing papers in PubMed.

  1. Article
  2. Article
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

7 authors.

Pei-Ling TsengDepartment of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan.
Hui-Fang YangDepartment of Family and Community Medicine, Tri-Service General Hospital, National Defense Medical Center, Taipei, Taiwan.
Chia-Chen ChangDepartment of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan.
Tai-Yuan ChiuMinistry of Health and Welfare, Taipei, Taiwan.
Jaw-Shiun TsaiDepartment of Family Medicine, National Taiwan University Hospital, Taipei, Taiwan.
Hsiang-Ru LaiDepartment of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan.
Chen-Yin TungDepartment of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan. s09144@ntnu.edu.tw.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundHealth literacy plays a vital role in effective patient-physician communication. Over the past decades, health literacy efforts have strengthened public empowerment by improving access to health information and its effective use. Despite this progress, there are still insufficient digitalized teaching materials in medical schools, especially in the post-pandemic era. To address this gap, this study developed an interactive e-book as a supplementary e-learning tool for fifth-year medical students during their family medicine clerkship. The e-book integrates game-based learning, multimedia content, and scenario-based simulations to enhance students' knowledge, attitudes, and skills in health literacy.

methodsA true experimental design was employed, involving 216 medical students randomly assigned to experimental (n = 110) and control (n = 106) groups. Students in the experimental group utilized the e-book alongside standard clerkship training, while the control group participated in standard training alone. Pre- and post-intervention assessments measured health literacy knowledge, attitudes, and skills using a validated questionnaire.

resultsResults showed the experiment group (n = 110) who read the e-book demonstrated greater improvements in health literacy knowledge, attitude, and skills than the control group (n = 106). Knowledge scores increased by 0.117 points, attitudes by 0.175 points, and skills by 0.162 points (p < 0.05). Students reported high satisfaction with the e-book's engaging and interactive format, highlighting its potential for enhancing learning outcomes.

conclusionsThis study demonstrates the effectiveness of incorporating interactive digital tools into medical education to foster health literacy competencies, which should be expected in medical education and clinical pratical settings.

Indexed as

Education, Medical, UndergraduateFamily PracticeHealth LiteracyStudents, MedicalVideo GamesAdultClinical ClerkshipClinical CompetenceEducational MeasurementFemaleHealth Knowledge, Attitudes, PracticeHumansMaleTaiwanYoung AdultClinical scenariosHealth literacyInteractive E-bookMedical studentsSimulation

Identifiers

PMID40598034
PMCPMC12211249

What OpenQuestion holds

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LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.