Evidence map›Paper›PMID 41699606›Full record

ArticleBMC medical education2026

The power of play-based learning: evaluating the impact of collaborative gamified quizzing on medical students' learning through the lens of Kirkpatrick's framework.

Hira Moin, Sarim Zafar, Rizwan Ashraf, Sadaf Majeed, Munazza Asad

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Article in BMC medical education, 2026. 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. 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

5 authors.

Hira MoinNUST School of Health Sciences, National University of Sciences and Technology, H-12 Sector, Islamabad, 44000, Pakistan. hira.moin@gmail.com.
Sarim ZafarNUST School of Health Sciences, National University of Sciences and Technology, H-12 Sector, Islamabad, 44000, Pakistan.
Rizwan AshrafNUST School of Health Sciences, National University of Sciences and Technology, H-12 Sector, Islamabad, 44000, Pakistan.
Sadaf MajeedDubai Medical College for Girls, Dubai Medical University, Dubai, UAE.
Munazza AsadNUST School of Health Sciences, National University of Sciences and Technology, H-12 Sector, Islamabad, 44000, Pakistan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundModern medical education emphasizes the use of technology-driven innovative approaches to enhance academic achievement, addressing inherently high cognitive load and demanding schedules. Gamification is one of these approaches that enhances learning by influencing behaviors or attitudes that support educational outcomes. This study aims to assess the efficacy of digitized team-based Kahoot! gamification in enhancing students’ learning experiences and academic outcomes using Kirkpatrick’s model.

methodsIt was a mixed methods study on first-year undergraduate medical students (N = 101). Quantitative component employed a within-subject quasi-experimental design with Kahoot! gamified intervention incorporated into the cardiovascular system module of first-year MBBS curriculum. Impact on learning was evaluated by comparing the scores of cardiovascular (experimental) and respiratory (control) system modules in mid-stake end-of-block assessment. Students’ perspectives were evaluated using self-designed questionnaire. Qualitative component of this study involved the utilization of open-ended questions in the students’ feedback questionnaire and focus group discussions with the faculty members involved in design, conduction, and observation of Kahoot! sessions.

resultsMedian assessment score percentage was significantly higher in cardiovascular system module compared to respiratory module (Wilcoxon signed-rank test, p = 0.002; effect size r = 0.31; median paired difference = 4.89%, 95% CI [1.72–6.95]). These sessions recorded full student attendance. The questionnaire responses indicated a favorable perception of the Kahoot! gamification sessions among students, in terms of reaction, acceptance, perceived learning, behavior change, and collaboration. Faculty members also viewed this technique positively in the context of teaching and learning.

conclusionCollaborative gamified quizzing through Kahoot!, shows promise in enriching medical education as a valuable supplement to traditional teaching by potentially boosting engagement, deepening critical thinking, promoting teamwork, and supporting academic performance.

Indexed as

Education, Medical, UndergraduateGames, ExperimentalLearningProblem-Based LearningStudents, MedicalCooperative BehaviorCurriculumEducational MeasurementFemaleHumansMaleCollaborative learningGamificationKahoot!Kirkpatrick’s modelMedical education

Identifiers

PMID41699606
PMCPMC12980893

What OpenQuestion holds

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LicenceCC BY-NC-ND
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Registered trials

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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.