Evidence map›Paper›PMID 41039562›Full record

ArticleBMC medical education2025

Play to learn: innovating embryology education through a web-based gamification platform, and evaluating its effects on medical students' reaction, learning, and behavior.

Marzieh Rahimipour, Rahil Haghjoo, Leili Mosalanejad, Zahra Karimian

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.

  1. Article
  2. Article
  3. Outcomes of a Foundational Sciences Daily Engagement Game in Medical Education.Biochemistry and molecular biology education : a bimonthly publication of the International Union of Biochemistry and Molecular Biology
    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.

Marzieh RahimipourDepartment of Anatomical Sciences, School of Medicine, Jahrom University of Medical Sciences, Jahrom, Islamic Republic , Iran.ORCID http://orcid.org/0000-0003-2870-1119
Rahil HaghjooDepartment of Anatomical Sciences, School of Medicine, Jahrom University of Medical Sciences, Jahrom, Islamic Republic , Iran.ORCID http://orcid.org/0000-0003-2050-7653
Leili MosalanejadDistance Learning, Research Center for Social Determinants of Health, Medical Education Department, Jahrom University of Medical Sciences, JahromIran, Islamic Republic , Iran. Mosallanejad@jums.ac.ir.ORCID http://orcid.org/0000-0003-2688-9664
Zahra KarimianAssociate professor in Department of e-Learning in Medical Sciences, Virtual School and Center of Excellence in e- Learning, Shiraz University of Medical Sciences, Shiraz, Islamic Republic , Iran. Karimian@sums.ac.ir.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundEmbryology is often a challenging subject for medical students, leading to decreased engagement and learning difficulties. Gamification has gained attention as an innovative teaching method to enhance motivation and improve educational outcomes. This study examined the impact of gamified embryology education on medical students' reactions, learning achievements, and behaviors.

methodsA quasi-experimental study was conducted with 281 medical students at Jahrom University of Medical Sciences, Iran, from 2020 to 2022. Students in 2020-2021 received conventional instruction through online lectures and electronic content, while those in 2021-2022 were taught using the same routine methods supplemented by a gamification-based platform. Data collection tools included the 18-item Game User Experience Satisfaction Scale (GUESS), the 21-item Technology Acceptance Model (TAM) questionnaire, and a researcher-designed Quality of Online Learning Questionnaire (Q-OLQ). Final exam scores in embryology were compared between the groups. Statistical analysis was performed using SPSS version 21, employing descriptive statistics and Independent Samples t-tests to assess differences in academic performance.

resultsAll questionnaire components scored above the threshold, indicating positive responses. The highest satisfaction scores were found in Enjoyment (3.98 ± 1.02) and Visual Aesthetics (3.92 ± 1.04). For technology acceptance, Perceived Usefulness (4.06 ± 0.88), Concentration (3.96 ± 0.83), and Attitude towards Using (3.95 ± 0.90) were rated highly. Regarding online learning quality, Quality of Online Resources (3.95 ± 0.97) and Perceived Importance of Online Resources (3.90 ± 0.99) received the top scores. Importantly, students who experienced gamification alongside routine teaching scored significantly higher on final exams (p < 0.001).

conclusionsThe findings indicate that gamification effectively enhances student engagement and learning outcomes in medical education, suggesting its valuable role as a complementary teaching strategy.

Indexed as

Computer-Assisted InstructionEducation, Medical, UndergraduateEmbryologyStudents, MedicalVideo GamesAdultEducational MeasurementFemaleHumansInternetIranLearningMaleSurveys and QuestionnairesYoung AdultEducational technologyE-LearningEmbryologyGameKirkpatrick modelMedical education

Identifiers

PMID41039562
PMCPMC12492811

What OpenQuestion holds

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LicenceCC BY-NC-ND
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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.