Evidence map›Paper›PMID 42491994›Full record

ArticleJournal of education and health promotion2026

The scavenger hunt game: An innovative way to augment peer-assisted learning among medical undergraduates for competency attainment.

Ishita Manral, Deepanjan Dey, Manu Chopra, M Sarala, C S Makhani, R N Khan, Adarsh Gupta

Abstract read
In one paragraph

Article in Journal of education and health promotion, 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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1 · What the graph read from it

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2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

7 authors.

Ishita ManralDepartment of Forensic Medicine and Toxicology, AFMC, Pune, Maharashtra, India.
Deepanjan DeyDepartment of Physiology, AFMC, Pune, Maharashtra, India.
Manu ChopraDepartment of Respiratory Medicine, AICTC, Pune, Maharashtra, India.
M SaralaDepartment of Forensic Medicine and Toxicology, ACMS, New Delhi, India.
C S MakhaniDepartment of Forensic Medicine and Toxicology, AFMC, Pune, Maharashtra, India.
R N KhanDepartment of Forensic Medicine and Toxicology, AFMC, Pune, Maharashtra, India.
Adarsh GuptaDepartment of Forensic Medicine and Toxicology, AFMC, Pune, Maharashtra, India.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundMedical education is undergoing rapid reform, especially with the introduction of Competency-Based Medical Education (CBME) and the emergence of Gen Z learners who prefer interactive, and self-directed learning environments. Traditional lectures, particularly for fact-heavy topics like Environmental Toxicology, often fail to engage students. Gamification, such as scavenger hunts, may offer a more engaging and effective alternative. This study evaluates the impact of gamification versus didactic teaching on cognitive learning outcomes and student engagement. MATERIALS AND

methodsA randomized controlled study was conducted among 44 Phase III Part I MBBS students, equally divided into two groups. One group received a traditional lecture on Environmental Toxicology, while the other engaged in a gamified scavenger hunt covering the same content. Pre- and post-tests assessed knowledge gain, and feedback was collected via Likert-scale items and open-ended questions. The gamified activity was collaboratively designed by departments of Forensic Medicine, Respiratory Medicine, and Medical Education, aligned with CBME competencies (FM13.1).

resultsBoth groups showed significant improvement in post-test scores. The gamification group improved from a mean score of 1.86 to 6.09 (mean gain: +4.23; Cohen's

conclusionGamification, specifically scavenger hunts, significantly enhances cognitive outcomes and student engagement in undergraduate medical education compared to didactic lectures. While not a replacement, gamified methods serve as powerful adjuncts-particularly for content-heavy, low-engagement topics. Future implementations should focus on optimizing design and addressing logistical challenges to maximize educational impact.

Indexed as

Competency based medical educationmedical educationscavenger hunt

Identifiers

PMID42491994
PMCPMC13378818

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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.