Evidence map›Paper›PMID 42157734›Full record

ArticlePathologica2026

Digitalization and Gamification to Improve Pathology Education: The SIAPeC Quiz Experience.

Alessandro Caputo, Luca Cima, Vincenzo L'Imperio, Giuseppe Alecci, Andrea Ascione, Mattia Facchetti, Özgür Can Eren, Brett Baskovich, Kamran M Mirza, Michael Bonert and 2 more

Abstract read
In one paragraph

Article in Pathologica, 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

12 authors.

Alessandro CaputoDepartment of Medicine, Surgery, and Dentistry "Scuola Medica Salernitana", University of Salerno, Baronissi, Italy.
Luca CimaDepartment of Diagnostic and Public Health, Section of Pathology, University and Hospital Trust of Verona.
Vincenzo L'ImperioDepartment of Medicine and Surgery, Pathology Unit, Fondazione IRCCS San Gerardo dei Tintori, University of Milano-Bicocca, Monza, Italy.
Giuseppe AlecciDepartment of Health Promotion Sciences, Maternal and Infant Care, Internal Medicine and Medical Specialties (ProMISE), Pathology Unit, University of Palermo, Palermo, Italy.
Andrea AscioneDepartment of Experimental Medicine, Sapienza University of Rome, Rome, Italy.
Mattia FacchettiDepartment of Pathology, ASST Spedali Civili di Brescia, Brescia, Italy.
Özgür Can ErenDepartment of Pathology, Koç University School of Medicine, Istanbul, Turkey.
Brett BaskovichDepartment of Pathology, Icahn School of Medicine at Mount Sinai Health Systems, New York, NY, USA.
Kamran M MirzaDepartment of Pathology and Clinical Laboratories, Michigan Medicine, Ann Arbor, MI, USA.
Michael BonertDepartment of Pathology and Molecular Medicine, Division of Anatomical Pathology, McMaster University, Hamilton, Ontario, Canada.
Guido FaddaDepartment of Human Pathology of adulthood and childhood "Gaetano Barresi", University of Messina, Messina, Italy.
Filippo FraggettaDepartment of Pathology and Laboratory Medicine, ASP Catania, Catania, Italy.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Pathology education is evolving beyond traditional textbooks and increasingly embracing digital and active learning tools. While passive methods of teaching such as lectures remain dominant, active learning approaches-such as case-based learning, gamification, and technology-enhanced education-are on the rise. Tools like digital microscopy, social media, and resources such as Libre Pathology and pathCast are democratizing access to knowledge, fostering interactivity and accessibility. Quizzes and gaming events have become essential tools in medicine, enhancing learner engagement, honing diagnostic skills, and promoting collaborative learning. Notable examples in pathology include the ESP Pathology Progress Test, the RCPath International Pathology Day Quiz, and interactive events like the ISDP Dermatopathology Olympic Games. Gamification not only boosts motivation but also facilitates the practical application of real-world skills. These innovations are particularly impactful in pathology, where simulated diagnostic challenges offer realistic learning experiences. The inaugural SIAPeC Quiz (2024) demonstrated the efficacy of gamification in pathology education, combining interactive case-based challenges with digital tools to enhance diagnostic skills and engagement among junior pathologists. Featuring a diverse range of questions across histology, pathology, and subspecialties, the event incorporated whole-slide images and challenges that push the boundaries of what can be understood from minimal information (#TooCloseToDiagnose and #TooFarToDiagnose). This gamified format created a supportive environment for learners to experiment and learn from mistakes, fostering critical skills in a dynamic setting.

Indexed as

PathologyProblem-Based LearningDigital MediaHumanseducational innovationgamificationmedical trainingpathology educationtechnology-enhanced learning

Identifiers

PMID42157734
PMCPMC13187886

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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.