Evidence map›Paper›PMID 42757332›Full record

ReviewCureus2026

Gaming in Medical Education: Promise, Pitfalls, and Practice.

Adalyne Singh, Vijay Rajput

Abstract readReview
In one paragraph

Review in Cureus, 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

2 authors.

Adalyne SinghMedical Education, Nova Southeastern University Dr. Kiran C. Patel College of Allopathic Medicine, Fort Lauderdale, USA.
Vijay RajputMedical Education, Nova Southeastern University Dr. Kiran C. Patel College of Allopathic Medicine, Fort Lauderdale, USA.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Gaming and gamification have progressively evolved as innovative educational strategies that are increasingly integrated into medical education across the continuum, from pre-clerkship and clinical training to residency and continuing professional development. Advances in educational technologies such as quiz-based platforms, virtual reality (VR), simulation, escape rooms, serious games, and mobile learning applications are increasingly used to promote learner engagement, reinforce knowledge acquisition, and provide psychologically safe opportunities to practice clinical decision-making before caring for real patients. Current evidence suggests that gaming can improve learner motivation, short-term knowledge retention, procedural competence, and collaborative learning when aligned with educational objectives and supported by deliberate practice, feedback, and structured debriefing. However, the literature also highlights important challenges, including overreliance on extrinsic rewards, superficial learning, inequities in access to technology, and ethical concerns regarding competition and the potential trivialization of patient care. Effective implementation depends on thoughtful instructional design that prioritizes competency-based learning, psychological safety, inclusivity, and reflective practice over entertainment during learning. As medical education continues to evolve, gaming should be viewed not as a replacement for traditional teaching but as a complementary pedagogical strategy that can enhance learning when integrated intentionally within evidence-based educational frameworks and learning goals.

Indexed as

educational gaminggamification in healthcarehigher education medical trainingpre-clerkshipproblem-based learning (pbl)team-based learning (tbl)

Identifiers

PMID42757332
PMCPMC13584977

What OpenQuestion holds

Textmetadata
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.