The DOI matches its Crossref record; 31 of the 31 references it cites were found in a registry or an index.
Using online game-based platforms to improve student performance and engagement in histology teaching
Open accessAbstract
BACKGROUND: Human morphology is a critical component of dental and medical graduate training. Innovations in basic science teaching methods are needed to keep up with an ever-changing landscape of technology. The purpose of this study was to investigate whether students in a medical and dental histology course would have better grades if they used gaming software Kahoot® and whether gamification effects on learning and enjoyment. METHODS: In an effort to both evoke students' interest and expand their skill retention, an online competition using Kahoot® was implemented for first-year students in 2018 (n = 215) at the University of Eastern Finland. Additionally, closed (160/215) or open-ended (41/215) feedback questions were collected and analyzed. RESULTS: The Kahoot® gamification program was successful and resulted in learning gains. The overall participant satisfaction using Kahoot® was high, with students (124/160) indicating that gamification increased their motivation to learn. The gaming approach seemed to enable the students to overcome individual difficulties (139/160) and to set up collaboration (107/160); furthermore, gamification promoted interest (109/160), and the respondents found the immediate feedback from senior professionals to be positive (146/160). In the open-ended survey, the students (23/41) viewed collaborative team- and gamification-based learning positively. CONCLUSION: This study lends support to the use of gamification in the teaching of histology and may provide a foundation for designing a gamification-integrated curriculum across healthcare disciplines.
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Gamification. using game-design elements in non-gaming contexts
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011) · CHI '11 Extended Abstracts on Human Factors in Computing Systems · doi:10.1145/1979742.1979575 · Cited by 2,413
Systematic review of serious games for medical education and surgical skills training
Graafland, M., Schraagen, J. M., & Schijven, M. P. (2012) · British Journal of Surgery · doi:10.1002/bjs.8819 · Cited by 676
Teaching digital natives: Partnering for real learning
Moore, C. (2010) · International Journal for Educational Integrity · doi:10.21913/ijei.v6i2.707 · Cited by 662
Teaching Digital Natives: Partnering for Real Learning
Prensky, M. (2010) · Cited by 615
Walker, A., & Leary, H. (2009) · Interdisciplinary Journal of Problem-Based Learning · doi:10.7771/1541-5015.1061 · Cited by 581
Prescribed Active Learning Increases Performance in Introductory Biology
Freeman, S., O'Connor, E., Parks, J. W., Cunningham, M., Hurley, D., Haak, D., Dirks, C., & Wenderoth, M. P. (2007) · CBE—Life Sciences Education · doi:10.1187/cbe.06-09-0194 · Cited by 455
Gamification in assessment: Do points affect test performance?
Attali, Y., & Arieli-Attali, M. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.12.012 · Cited by 392
Computer- vs. paper-based tasks: Are they equivalent?
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The educational theory basis of team-based learning
Hrynchak, P., & Batty, H. (2012) · Medical Teacher · doi:10.3109/0142159x.2012.687120 · Cited by 310
Review of anatomy education in Australian and New Zealand medical schools
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Cited by
Saab, M. M., Hegarty, J., Murphy, D., & Landers, M. (2021) · Nurse Education Today · doi:10.1016/j.nedt.2021.105045 · Cited by 249
Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis
Özdemir, O. (2025) · Journal of Computer Assisted Learning · doi:10.1111/jcal.13084 · Cited by 41
Metadata
- Authors
- Felszeghy, S., Pasonen-Seppänen, S., Koskela, A., Nieminen, P., Härkönen, K., Paldanius, K. M. A., Gabbouj, S., Ketola, K., Hiltunen, M., Lundin, M., Haapaniemi, T., Sointu, E., Bauman, E. B., Gilbert, G. E., Morton, D., & Mahonen, A.
- Venue
- BMC Medical Education
- Published
- 2019-07-22
- Volume
- 19
- Issue
- 1
- Pages
- 273-273
- ISSN
- 1472-6920 (ISSN-L)
- OpenAlex
- W2963232509
- Cited by
- 258
- References
- 31
- FWCI
- 53.49
- Type
- journal article
- Language
- en
- Open access
- gold
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- Felszeghy, S., Pasonen-Seppänen, S., Koskela, A., Nieminen, P., Härkönen, K., Paldanius, K. M. A., Gabbouj, S., Ketola, K., Hiltunen, M., Lundin, M., Haapaniemi, T., Sointu, E., Bauman, E. B., Gilbert, G. E., Morton, D., & Mahonen, A. (2019). Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Medical Education. https://doi.org/10.1186/s12909-019-1701-0
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.