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. 2022 Mar 31;22:224. doi: 10.1186/s12909-022-03316-8

Table 2.

Gamified active learning in Neurology for medical students/residents

Study Lim et al., 2008 [40] Roze et al., 2018 [38] Garcin et al., 2019 [17] Schuh et al., 2008 [42] Raskurazhev et al., 2021 [16]
Location National University of Singapore Faculty of Medicine, Sorbonne University, Paris Faculty of Medicine, Sorbonne University, Paris Henry Ford Hospital, Detroit, USA Research Center of Neurology, Moscow, Russia
Participants Medical students, year not mentioned Third-year medical students Second-year medical students Neurology residents Neurology residents
Description Online neurological localisation game (eNLG) with modified essay questions featuring simulated patients The Move: Mime-based role-play training programme of neurological semiology Neurological version of the ‘Hat Game’ weekly presentations, followed by a game show-type oral quiz, teambased Educational board game: Neuropoly, pilot study
Number of participants n = 76

The Move: n = 186

Standard teaching alone: n = 366

n = 107

Intervention: n = 17

Historical control (lectures): n = 20

n = 51
Learning assessment and outcomes NA

Written semiology test 30 months after neurological rotation:

14% better ranking in The Move group (adjusted mean neurological semiology score)

Multiple Choice Questions (MCQs) before and after the game

Improvement after the game: mean (±SD) score of 15.56 (±5.8) vs. 8.44 (± 4.34), p < 0.001

percent correct subset neurophysiology Residency Inservice Training Examination (RITE) scores: mean (±SD) score of 63.6 ± 4.12 in intervention group vs 49.4(±2.35) in control group, p = 0.002 Pre and post-play questionnaire: 3.2 (±1.7) vs. 7.8 (±1.6), p < 0.001
Satisfaction survey 93% felt the eNLG helped to better understand neurological localisation principles NA All students agreed that the exercise was playful NA Residents enjoyed the game (rate 9/10), helpful to learn neurology for 96% of participants

NA Not Applicable