Evidence map›Paper›PMID 42881461›Full record

Observational studyBMC medical education2026

Medical students' perceptions of gamified design elements in a self-directed radiology department visit.

Sultan R Alharbi

Abstract readObservational Study
In one paragraph

Observational study in BMC medical education, 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.

Sultan R AlharbiDepartment of Radiology and Medical Imaging College of Medicine, King Saud University, Riyadh, Saudi Arabia. Salhenaini@ksu.edu.sa.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGamification in medical education has typically meant adding badges, points, or leaderboards to existing content. This paper reports medical students' perceptions of five items evaluating a self-directed radiology department visit built around a themed storybook, a sticker system, a limited-access ID/passport, and a narrative "Kingdom" theme, alongside an overall rating of gamified understanding.

methodsIn this single-centre, cross-sectional observational survey, third-year medical students enrolled in RAD366 at King Saud University who had completed the Radiology Kingdom activity during the 2025-2026 academic year were invited to anonymously report their perceptions of its gamified design elements. Of approximately 270 eligible students, 112 submissions were received (submission rate approximately 41.5%); after exclusion of one probable duplicate, 111 responses were analysed (analytic response rate approximately 41.1%). Four items assessed specific design features and one assessed a global outcome (students' perceived understanding); differences across items were tested using a Friedman test with Bonferroni-corrected post-hoc comparisons, and between-group comparisons used Mann-Whitney U and Kruskal-Wallis tests. Internal consistency was assessed using Cronbach's alpha. The questionnaire was administered under Institutional Review Board approval (No. R26-IRB-510) and included an explicit consent statement.

resultsCronbach's α across the five items was 0.841, indicating substantial inter-item correlation; because the items assess conceptually distinct constructs, this coefficient was not interpreted as evidence of unidimensionality or instrument validity. A Friedman test identified a significant difference across items (χ²(4) = 32.353, p < 0.001): the ID/passport received significantly lower ratings than the other four items (all p ≤ 0.001, Bonferroni corrected), while no significant pairwise differences were detected among the Kingdom theme (4.63), gamified understanding (4.60), storybook (4.58), and sticker system (4.52) ratings. Female students gave significantly higher ratings than male students on the composite score (4.64 vs. 4.33; p = 0.023) and on three of five items, an exploratory finding. No significant difference in ratings was detected across visit months or prior radiology exposure groups.

conclusionsIn this single-centre, observational survey, students reported highly positive perceptions of the storybook, Kingdom theme, sticker system, and gamified elements' perceived contribution to their understanding, whereas the ID/passport item received significantly lower ratings; because the five items assessed different constructs, this difference reflects differences in student ratings rather than evidence of the comparative educational effectiveness of individual intervention components. These findings demonstrate the feasibility of implementing a resource-modest, narrative-based, self-directed clinical immersion activity within a busy radiology department, rather than evidence that gamification itself improved engagement, understanding, or learning, since the uncontrolled design does not support causal or comparative-effectiveness conclusions. The intervention offers a practical, replicable model for similar self-directed department visits that warrants evaluation in controlled, multi-institutional studies incorporating objective measures of learning and retention.

Indexed as

Education, Medical, UndergraduateRadiologyRadiology Department, HospitalStudents, MedicalCross-Sectional StudiesFemaleHumansMaleSurveys and QuestionnairesGamificationMedical educationProgram evaluationRadiology educationSelf-directed learningStudent perceptionsUndergraduate education

Identifiers

PMID42881461
PMCPMC13670702

What OpenQuestion holds

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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.