Publication:

Assessing the effectiveness of gamified and non-gamified online clinical laboratory educational modules for medical students

Loading...
Thumbnail Image

Date

2023-07-10

Published Version

Published Version

Journal Title

Journal ISSN

Volume Title

Publisher

The Harvard community has made this article openly available. Please share how this access benefits you.

Research Projects

Organizational Units

Journal Issue

Citation

Do, Marie Christine. 2023. Assessing the effectiveness of gamified and non-gamified online clinical laboratory educational modules for medical students. Master's thesis, Harvard Medical School.

Abstract

Collecting points. Earning rewards. These are features one would expect to find within an entertaining game. Gamification incorporates these design elements into non-game settings in the hopes of harnessing the engaging nature of an actual game. This highly context-specific strategy has shown promise in various educational settings; however, its ability to enhance learning in diverse medical education environments is unclear. This project aims to explore the value of gamification in teaching Laboratory Medicine to preclinical medical students at Virginia Commonwealth University School of Medicine (VCU SOM). Students reviewed either a gamified or non-gamified online module (171 students completed a post-module knowledge check and 81 students completed a post-module survey). Students who reviewed the gamified version of the module performed better on the post-module knowledge check (p = 0.02), with an effect size of 0.4. The instructional efficiency of the gamified module was also found to be superior to the non-gamified module (0.2 and -0.2, respectively). In addition, students who reviewed the gamified module tended to have higher confidence with specific objective-based laboratory concepts, though this difference was not quite statistically significant (p = 0.06, effect size = 0.4). Both versions of the module were well received (41/46, 89.1%, of all respondents would like to see more modules like these in their coursework) and responses to the open-ended survey questions indicated that both versions of the module were helpful in motivating the students. Furthermore, the game elements of progress indicators, personalization, and story-based questions were all appreciated by students who reviewed the gamified module. These elements added to students’ motivation towards, engagement with and enjoyment of the module, which may help explain the improved learning outcomes. In this context, gamification is a promising tool that may help improve student motivation, engagement, and learning outcomes.

Description

Other Available Sources

Research Data

Keywords

gamification, laboratory medicine, medical education, Pathology, Educational technology, Health education

Terms of Use

This article is made available under the terms and conditions applicable to Other Posted Material (LAA), as set forth at Terms of Service

Endorsement

Review

Supplemented By

Related Stories