ArticlePathologica2026
Digitalization and Gamification to Improve Pathology Education: The SIAPeC Quiz Experience.
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.
What it found
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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.
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Authors and funding
12 authors.
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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.
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Registered trials
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.