Evidence map›Paper›PMID 42027944›Full record

ReviewFrontiers in public health2026

Gamification in health education: a mini-review of engagement strategies for the smartphone generation.

John Matkovic

Abstract readReview
In one paragraph

Review in Frontiers in public health, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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

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

1 author.

John MatkovicDepartment of Health Sciences, Illinois State University, Normal, IL, United States.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Smartphones and social media use among young adults is at an all-time high, and research has linked non-academic use to reduced long-term retention and exam performance. Students often perceive device use as a social device with little to no risk to their academic success, while social norms research documents frequent misperceptions of peer smartphone behaviors. Across health professions and health sciences education, gamification (e.g., interactive quiz platforms, gamified web modules) shows potential to improve knowledge and motivation. This mini-review examines research on the use of smartphones among college students, the effects of smartphone distractions in college classrooms, the limitations of traditional lecture-based instruction in modern learning environments, and how gamification can support applied learning in health education/public health. Lastly, this mini review suggests taking advantage of the opportunity that smartphones present in the classroom and offers recommendations regarding gamification for educators and researchers in health education and public health.

Indexed as

Health EducationSmartphoneStudentsVideo GamesHumansUniversitiesYoung Adultacademic successgamificationhealth educationsmartphonestudent engagement

Identifiers

PMID42027944
PMCPMC13099899

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.