Evidence map›Paper›PMID 40677846›Full record

ArticleJournal of clinical orthopaedics and trauma2025

Game-based learning in orthopaedics: A comprehensive review.

Marvin Man Ting Chung, Felix Leung, Janus Siu Him Wong, Tak Man Wong

Abstract read
In one paragraph

Article in Journal of clinical orthopaedics and trauma, 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.

  1. Augmented reality enhanced physical simulation for femoral nailing training.International journal of computer assisted radiology and surgery · 2026
    Article
  2. Article
  3. 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

4 authors.

Marvin Man Ting ChungDepartment of Orthopaedics & Traumatology, The University of Hong Kong, 5/F Professorial Block, Queen Mary Hospital, 102 Pokfulam Road, Hong Kong Special Administrative Region of China.
Felix LeungDepartment of Orthopaedics & Traumatology, The University of Hong Kong, 5/F Professorial Block, Queen Mary Hospital, 102 Pokfulam Road, Hong Kong Special Administrative Region of China.
Janus Siu Him WongDepartment of Orthopaedics & Traumatology, The University of Hong Kong, 5/F Professorial Block, Queen Mary Hospital, 102 Pokfulam Road, Hong Kong Special Administrative Region of China.
Tak Man WongDepartment of Orthopaedics & Traumatology, The University of Hong Kong, 5/F Professorial Block, Queen Mary Hospital, 102 Pokfulam Road, Hong Kong Special Administrative Region of China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Game-based learning (GBL) has emerged as a transformative approach in medical education. It has a useful role in orthopaedic education, where the acquisition of both complex knowledge and technical skills is paramount. This comprehensive literature review explored the current modalities of GBL in orthopaedic training, including gamified knowledge review and formative assessment, gamification of surgical training tasks, simulation-based training game, and virtual and augmented reality (VR/AR) games. Gamification of knowledge review and formative assessment platforms incorporates game elements such as leaderboards and challenges into educational activities, fostering learners' engagement during knowledge acquisition. Gamification of surgical training tasks provides an alternative to traditional mode of learning inside operating theatres via gamified approaches such as timed practice, puzzle games and escape rooms. Simulation-based games provide structured environments for practicing surgical techniques, offering objective assessments and feedback to identify areas for improvement. VR/AR technologies further enhance orthopaedic education by creating immersive, interactive simulations that mimic clinical scenarios, enabling trainees to build foundational surgical skills in a safe, controlled environment. Furthermore, this article discusses the benefits and limitations of GBL, and the future directions of development in the context of orthopaedics. GBL modalities have demonstrated significant benefits, including improved psychomotor skills, cognitive engagement, and motivation among trainees. However, barriers such as high costs, technical challenges, and the ceiling effect, where additional training yields diminishing returns, limit widespread adoption. Additionally, long-term outcomes such as skill retention and transferability to live surgery require further investigation. Future advancements in GBL are expected to integrate cutting-edge technologies like artificial intelligence and haptic feedback into VR/AR systems, enhancing realism and effectiveness. With wider adoption, more accessible innovations and development of standardized orthopaedic training frameworks incorporating GBL modalities, GBL can be an important adjunct in preparing the next generation of orthopaedic surgeons in the modern era of orthopaedic education.

Indexed as

GamificationMedical educationOrthopedicsSimulation training

Identifiers

PMID40677846
PMCPMC12266527

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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.