NO |
Microbiology |
Online question bank |
America, 2022 |
To promote students meaningfully engagement and increase their knowledge base |
Improving students class exam scores and engagement. |
(47) |
NO |
Microbiology |
Checkerboard game |
India, 2021 |
To assess the perception of students regarding game in enhancing learning process. |
Fostering learning process and cognition of medical students in the microbiology course. |
(48) |
SIDRA |
Anatomy of locomotor system |
Online game |
Spain, 2020 |
To engage students and improve their educational performance |
Better student responses and academic performance. |
(49) |
NO |
Anatomy |
Board game |
Thailand, 2021 |
To analysis students participation and experiences around the gamification process |
Creating a fun-filled and interesting learning environment, improving students performances significantly. |
(50) |
Kahoot |
Immunology |
Online game |
Sri lanka, 2022 |
To explore the medical students' perception using gamification teaching |
Increasing the focus, understanding of the subject, helping retain knowledge, motivating students to learn and keeping them active throughout. |
(51) |
Stud2yBuddy |
Dermatology |
Card-based board game |
UK, 2019 |
To develop an effective interactive resource, improve students confidence, encourage peer feedback and self-assessment of student in finals revision. |
Increasing students confidence in revising dermatology. |
(52) |
Table-top |
Emergency |
Offline game |
Spain, 2022 |
To evaluate the learning process of students and measure their knowledge improvement. |
Improving medical studies and promoting knowledge retention |
(53) |
NO |
Mental illness |
Online game |
Iran, 2019 |
To evaluate the implementation of a mental gamification and its efficacy on students. |
Shaping the students' satisfaction and promoting teaching effect. |
(54) |
Escape boxes |
Emergency |
Offline game |
America, 2022 |
To determine the effectiveness of the game in emergency medicine |
Promoting teamwork and communication, improving didactics ratings |
(55) |
Spaced education (SE) |
Anatomy, histology, cardiology and endocrinology |
Online game |
America, 2012 |
To investigate the effectiveness of the game on improving students knowledge |
Having the potential to assess students knowledge and acting as an effective and well-accepted teaching means |
(56) |
Kaizen-IM software |
Graduate education |
Online game |
America, 2013 |
To assess acceptance of the game and to determine retention of information presented to participants |
Teaching critical medical concepts |
(57) |
East EMWars |
Emergency |
Longitudinal game |
America, 2022 |
To investigate the impact of the game in emergency medicine residency training |
Improving residents motivation, engagement, and challenge level |
(58) |
NO |
Geriatric medicine |
Electronic questionnaire |
Switzerland, 2021 |
To evaluate the feasibility of the game on polypharmacy |
Enhancing the attitudes and understanding of students |
(59) |
Escape room |
Clinical practice |
Offline game |
America, 2019 |
To measure the effectiveness of the game intervention |
Improving players clinical capacity and providing them with the opportunity to document event reports in real time |
(60) |