Evidence map›Paper›PMID 41348914›Full record

ArticleJMIR medical education2025

Open-Access Web-Based Gamification in Pharmacology Education for Medical Students: Quasi-Experimental Study.

Lujain Aloum, Halah Ibrahim, Senthil Kumar Rajasekaran, Eman Alefishat

Abstract read
In one paragraph

Article in JMIR medical education, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing 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

1 citing paper in PubMed.

  1. Review
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.

Lujain AloumDepartment of Medical Sciences, College of Medicine and Health Sciences, Khalifa University of Science and Technology, Abu Dhabi, United Arab Emirates.ORCID 0000-0002-0641-8462
Halah IbrahimDepartment of Medical Sciences, College of Medicine and Health Sciences, Khalifa University of Science and Technology, Abu Dhabi, United Arab Emirates.ORCID 0000-0002-9240-7726
Senthil Kumar RajasekaranDepartment of Medical Sciences, College of Medicine and Health Sciences, Khalifa University of Science and Technology, Abu Dhabi, United Arab Emirates.ORCID 0000-0002-6445-5931
Eman AlefishatDepartment of Medical Sciences, College of Medicine and Health Sciences, Khalifa University of Science and Technology, Abu Dhabi, United Arab Emirates.ORCID 0000-0003-4584-9166

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Medical education continues to favor didactic lectures as the predominant method of instruction. However, in recent years, there has been a shift toward active learning methodologies such as gamification. Objective: This study aimed to describe the implementation of 3 open-access, web-based pharmacology games tailored for medical students: Cross DRUGs, Find the DRUG, and DRUGs Escape Room. The study also evaluated the impact of gamification on knowledge retention, student engagement, and learning experience in pharmacology education. Methods: We used a quasi-experimental design to examine the effects of gamification on knowledge retention by comparing pretest and posttest scores between the gamer and control groups. Each week, students self-selected into either the gamer group or the control group based on personal preference. All students were provided with online access to the same lecture slides. Students in the control group completed both the pretest and posttest but did not play any of the games. A survey was administered to assess students' perceptions of gamification as a learning tool. Results: Of the 72 students enrolled in the course, 49 (68%) agreed to participate, with 40 (56%) students completing both the pretest and posttest and being included in our analysis. As participation could vary weekly, an individual student might have appeared in both groups across different weeks, resulting in 59 gamer sessions and 20 control sessions. The mean pretest scores were 6.05 (SD 2.31) for the control group and 6.20 (SD 2.13) for the gamer group. The mean posttest scores were 6.90 (SD 2.02) for the control group and 8.47 (SD 1.30) for the gamer group. The gamer group exhibited significantly improved posttest scores (P=.006), while the control group did not (P=.21). Most respondents (25/30, 83%) found the games enjoyable and agreed that the games effectively helped them understand pharmacological concepts (24/30, 80%). Additionally, 70% (21/30) of students believed they learned better from the gaming format than from didactic lectures. Most favored a blended approach that combines lectures with games or case studies. Conclusions: Gamification can serve as an effective complementary teaching tool for helping medical students learn pharmacological concepts.

Indexed as

Education, Medical, UndergraduateInternetPharmacologyProblem-Based LearningStudents, MedicalVideo GamesEducational MeasurementFemaleHumansMaleSurveys and Questionnairesgamificationmedical educationmedical studentsopen accesspharmacology

Identifiers

PMID41348914
PMCPMC12680091

What OpenQuestion holds

Textmetadata
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.