Evidence map›Paper›PMID 41532745›Full record

SynthesisMedical education online2026

Do games work? A meta-analytic synthesis of gamified learning for clinical reasoning in medical and allied health education.

Ching-Yi Lee, Ching-Hsin Lee, Hung-Yi Lai, Po-Jui Chen, Mi-Mi Chen, Sze-Yuen Yau

Abstract readMeta-AnalysisReview
In one paragraph

Synthesis in Medical education online, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0cells of the map it votes in
0citing papers in PubMed
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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

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3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

6 authors.

Ching-Yi LeeDepartment of Neurosurgery, Chang Gung Memorial Hospital at Linkou and Chang Gung University College of Medicine, Taoyuan, Taiwan.
Ching-Hsin LeeDepartment of Radiation Oncology, Proton and Radiation Therapy Center, Chang Gung Memorial Hospital, Linkou, Taiwan.
Hung-Yi LaiDepartment of Neurosurgery, Chang Gung Memorial Hospital at Linkou and Chang Gung University College of Medicine, Taoyuan, Taiwan.
Po-Jui ChenDepartment of Radiation Oncology, Proton and Radiation Therapy Center, Chang Gung Memorial Hospital, Linkou, Taiwan.
Mi-Mi ChenDepartment of Neurosurgery, Chang Gung Memorial Hospital at Linkou and Chang Gung University College of Medicine, Taoyuan, Taiwan.
Sze-Yuen Yau(CG-MERC) Chang Gung Medical Education Research Centre, Linkou, Taiwan.ORCID 0000-0002-4478-5132

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Gamification is increasingly adopted in health professions education to enhance clinical reasoning, a core competency essential for safe patient care. Although many interventions report positive outcomes, the magnitude and consistency of these effects remain uncertain. This meta-analytic review synthesizes quantitative findings on the effectiveness of gamified learning on clinical reasoning in medical and allied health learners across diverse contexts. Following PRISMA 2020 guidelines, we searched MEDLINE, Scopus, and Web of Science (2010-2023) for randomized and non-randomized studies evaluating gamified interventions targeting clinical reasoning. Eligible populations included pre- and post-licensure learners, with traditional or non-gamified instruction as comparators. Quantitative measures of clinical reasoning were required. Risk of bias was assessed using RoB 2.0 and ROBINS-I, and standardized mean differences (SMDs) were pooled using a random-effects model. From 713 records, 26 studies met inclusion criteria and 10 contributed to the meta-analysis. Gamified interventions were associated with improved clinical reasoning compared with traditional instruction (SMD = 1.11; 95% CI: 0.69-1.52). Substantial heterogeneity was observed (I² = 85%). Assessment of publication bias suggested possible overestimation of effects, with an adjusted pooled estimate of 0.75 (95% CI: 0.24-1.27). The certainty of evidence was rated as low due to heterogeneity, risk of bias, and potential publication bias. Gamified learning may support the development of clinical reasoning in health professions education; however, considerable variability across studies and low certainty of evidence warrant cautious interpretation. Future research should employ theory-informed designs, validated reasoning measures, and rigorous methodologies to clarify when and how gamification is most effective.

Indexed as

Allied Health PersonnelClinical ReasoningEducation, MedicalLearningClinical CompetenceHumansclinical reasoningeducational technologyGamificationhealth professions educationmeta-analysis

Identifiers

PMID41532745
PMCPMC12805841

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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.