Gamified Learning among Medical Undergraduates using Digital Platforms: A Quasiexperimental Study.

Background: Gamified learning in medical education involves using game elements to improve learning behaviors and outcomes. Digital gamification is underexplored in community medicine. We aimed to assess students' perceptions about gamified learning and their preference for individual or team-based...

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Publicado en:Indian Journal of Community Medicine Vol. 51; no. 3; pp. 520 - 528
Autores principales: Mohta, Aditi, Prajapathi, Sudesh, Rastogi, Swarna
Formato: research tables/charts Journal Article
Publicado: Wolters Kluwer India Pvt Ltd May/Jun2026
Acceso en línea:Ver este registro en EBSCOhost
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      dt: May/Jun2026
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        10.4103/ijcm.ijcm_773_25
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        atl: Gamified Learning among Medical Undergraduates using Digital Platforms: A Quasiexperimental Study.
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          Mohta, Aditi
          Prajapathi, Sudesh
          Rastogi, Swarna
        affil: Department of Community Medicine, People's College of Medical Sciences and Research Centre, People's University, Bhopal, Madhya Pradesh, India
      sug:
        subj:
          Gamification
          Education, Medical
          Community Medicine Education
          Online Education
          Educational Technology
          Student Attitudes Evaluation
          Attitude to Computers Evaluation
          Students, Medical Psychosocial Factors
          Students, Undergraduate Psychosocial Factors
          India
          Human
          Male
          Female
          Adult
          Quasi-Experimental Studies
          Semi-Structured Interview
          Questionnaires
          Adult Education
          Summated Rating Scaling
          Coefficient alpha
          Chi Square Test
          Mann-Whitney U Test
          Data Analysis Software
          Inferential Statistics
          Descriptive Statistics
          Thematic Analysis
          Student Satisfaction
          Adult: 19-44 years
          Male
          Female
      ab: Background: Gamified learning in medical education involves using game elements to improve learning behaviors and outcomes. Digital gamification is underexplored in community medicine. We aimed to assess students' perceptions about gamified learning and their preference for individual or team-based participation, and compare the user experience between different digital platforms. Materials and Methods: We conducted this one-group posttest-only quasiexperimental study at a medical college in North India. We included students of Phase II and Phase III part 1 MBBS who had attended at least one gamified learning session of community medicine during the study period. We utilized six platforms per batch to deliver electronic quizzes for team-based (Classmarker and Nearpod) or individual participation (Formative, Google Forms, Quizizz, and Slido). We sought feedback using semistructured questionnaires. We used Jamovi version 2.3 for descriptive and inferential statistics. We performed manual inductive thematic analysis involving semantic-level coding of complete response units for qualitative data. Results: All 292 respondents (Phase II: 143; Phase III part 1: 149) attended at least three gamified learning sessions. Over 75% of the participants perceived gamification favorably across all parameters. Phase II students showed significantly higher favorability for perceived increase in interest (92.3% vs. 81.9%, P = 0.001) and engagement (87.4% vs. 83.2%, P = 0.003). Only 26.4% of students preferred team-based participation, with a higher preference in the junior batch (35.7% vs. 17.6%, P < 0.001). Formative and Slido received the highest median scores (9/10). Conclusion: Gamified learning is a well-received adjunct to traditional medical pedagogy.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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