Gamification and multimedia for medical education: a landscape review
Open accessAbstract
BACKGROUND: Medical education is rapidly evolving. Students enter medical school with a high level of technological literacy and an expectation for instructional variety in the curriculum. In response, many medical schools now incorporate technology-enhanced active learning and multimedia education applications. Education games, medical mobile applications, and virtual patient simulations are together termed gamified training platforms. OBJECTIVE: To review available literature for the benefits of using gamified training platforms for medical education (both preclinical and clinical) and training. Also, to identify platforms suitable for these purposes with links to multimedia content. METHODS: Peer-reviewed literature, commercially published media, and grey literature were searched to compile an archive of recently published scientific evaluations of gamified training platforms for medical education. Specific educational games, mobile applications, and virtual simulations useful for preclinical and clinical training were identified and categorized. Available evidence was summarized as it related to potential educational advantages of the identified platforms for medical education. RESULTS: Overall, improved learning outcomes have been demonstrated with virtual patient simulations. Games have the potential to promote learning, increase engagement, allow for real-word application, and enhance collaboration. They can also provide opportunities for risk-free clinical decision making, distance training, learning analytics, and swift feedback. A total of 5 electronic games and 4 mobile applications were identified for preclinical training, and 5 electronic games, 10 mobile applications, and 12 virtual patient simulation tools were identified for clinical training. Nine additional gamified, virtual environment training tools not commercially available were also identified. CONCLUSION: Many published studies suggest possible benefits from using gamified media in medical curriculum. This is a rapidly growing field. More research is required to rigorously evaluate the specific educational benefits of these interventions. This archive of hyperlinked tools can be used as a resource for all levels of medical trainees, providers, and educators.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Gamification provides opportunities for risk-free clinical decision-making and immediate feedback to students, thereby becoming an integral part of undergraduate medical education.
“They also provide opportunities for risk-free clinical decision-making and immediate feedback to the students, thereby becoming an integral part of undergraduate medical education [18,19].”
From Artificial Intelligence Revolutionizing the Field of Medical Education (2023) · cites this paper as [18]
Gamification of the learning process increases student engagement, enhances collaborative efforts, and improves learning outcomes.
“Gamification of the learning process increases student engagement, enhances collaborative efforts, and improves learning outcomes.”
From Artificial Intelligence Revolutionizing the Field of Medical Education (2023) · cites this paper as [18]
Cites
(1978) · Medical Entomology and Zoology · Cited by 53,488 · see citing works
Situated Learning: Legitimate Peripheral Participation.
Bloch, M. E. F., Lave, J., & Wenger, É. (1994) · Man · doi:10.2307/2804509 · Cited by 39,323 · see citing works
Lave, J., & Wenger, E. (1991) · Cambridge University Press eBooks · doi:10.1017/cbo9780511815355 · Cited by 33,219 · see citing works
Active learning increases student performance in science, engineering, and mathematics
Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1319030111 · Cited by 9,787 · see citing works
Health Promotion by Social Cognitive Means
Bandura, A. (2004) · Health Education & Behavior · doi:10.1177/1090198104263660 · Cited by 7,238 · see citing works
Rules of Play: Game Design Fundamentals
Salen, K., & Zimmerman, E. (2003) · Medical Entomology and Zoology · Cited by 5,321 · see citing works
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Zichermann, G., & Cunningham, C. J. L. (2011) · Cited by 2,378 · see citing works
Mobile devices and apps for health care professionals: uses and benefits.
Ventola, C. L. (2014) · PubMed Central · doi:10.57945/manara.23966214 · Cited by 845 · see citing works
Second Life: an overview of the potential of 3‐D virtual worlds in medical and health education
Boulos, M. N. K., Hetherington, L., & Wheeler, S. (2007) · Health Information & Libraries Journal · doi:10.1111/j.1471-1842.2007.00733.x · Cited by 695 · see citing works
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 673 · see citing works
NMC Horizon Report: 2009 Higher Education Edition
Johnson, L., Adams, S., Cummins, M., Estrada, V., Freeman, A., & Ludgate, H. (2009) · Bibliothèque et Archives nationales du Québec (Québec government) · Cited by 635 · see citing works
Virtual patients: a critical literature review and proposed next steps
Cook, D. A., & Triola, M. M. (2009) · Medical Education · doi:10.1111/j.1365-2923.2008.03286.x · Cited by 624 · see citing works
Theoretical perspectives in medical education: past experience and future possibilities
Mann, K. V. (2010) · Medical Education · doi:10.1111/j.1365-2923.2010.03757.x · Cited by 566 · see citing works
Increasing Speed of Processing With Action Video Games
Dye, M. W. G., Green, C. S., & Bavelier, D. (2009) · Current Directions in Psychological Science · doi:10.1111/j.1467-8721.2009.01660.x · Cited by 521 · see citing works
Computer Games and Instruction.
Tobias, S., & Fletcher, J. D. (2011) · Cited by 484 · see citing works
A Review of Scholarship on Assessing Experiential Learning Effectiveness
Gosen, J., & Washbush, J. B. (2004) · Simulation & Gaming · doi:10.1177/1046878104263544 · Cited by 365 · see citing works
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
Barab, S. A., Scott, B. M., Siyahhan, S., Goldstone, R. L., Ingram-Goble, A. A., Zuiker, S. J., & Warren, S. (2009) · Journal of Science Education and Technology · doi:10.1007/s10956-009-9171-5 · Cited by 288 · see citing works
Akl, E. A., Pretorius, R. W., Sackett, K., Erdley, W. S., Bhoopathi, P. S., Alfarah, Z., & Schünemann, H. J. (2010) · Medical Teacher · doi:10.3109/01421590903473969 · Cited by 238 · see citing works
Gee, J. P. (2008) · Games and Culture · doi:10.1177/1555412008317309 · Cited by 234 · see citing works
Video games as a tool to train visual skills
Achtman, R. L., Green, C. S., & Bavelier, D. (2008) · Restorative Neurology and Neuroscience · doi:10.3233/rnn-2008-00424 · Cited by 231 · see citing works
Educational games for health professionals
Akl, E. A., Kairouz, V., Sackett, K., Erdley, W. S., Mustafa, R. A., Fiander, M., Gabriel, C., & Schünemann, H. J. (2013) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd006411.pub4 · Cited by 219 · see citing works
Web 2.0 technologies for undergraduate and postgraduate medical education: an online survey
Sandars, J., & Schroter, S. (2007) · Postgraduate Medical Journal · doi:10.1136/pgmj.2007.063123 · Cited by 219 · see citing works
Building a virtual patient commons
Ellaway, R., Poulton, T., Fors, U., McGee, J. B., & Albright, S. (2008) · Medical Teacher · doi:10.1080/01421590701874074 · Cited by 203 · see citing works
A Comprehensive Review of Serious Games in Health Professions
Ricciardi, F., & Paolis, L. T. D. (2014) · International Journal of Computer Games Technology · doi:10.1155/2014/787968 · Cited by 200 · see citing works
More than mere games: a review of card and board games for medical education
Bochennek, K., Wittekindt, B., Zimmermann, S. Y., & Klingebiel, T. E. (2007) · Medical Teacher · doi:10.1080/01421590701749813 · Cited by 196 · see citing works
Medical student attitudes toward video games and related new media technologies in medical education
Kron, F. W., Gjerde, C. L., Sen, A., & Fetters, M. D. (2010) · BMC Medical Education · doi:10.1186/1472-6920-10-50 · Cited by 195 · see citing works
Thomas, D., & Brown, J. S. (2009) · International Journal of Learning and Media · doi:10.1162/ijlm.2009.0008 · Cited by 161 · see citing works
Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction
Abram, C., & Aldrich, C. (2009) · Cited by 128 · see citing works
Educational games for health professionals
Akl, E. A., Sackett, K., Erdley, W. S., et al. (2013) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd006411.pub3 · Cited by 101 · see citing works
eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
Hannig, A., Kuth, N., Özman, M., Jonas, S., & Spreckelsen, C. (2012) · BMC Medical Education · doi:10.1186/1472-6920-12-104 · Cited by 79 · see citing works
Virtual patient design: exploring what works and why. A grounded theory study
Bateman, J., Allen, M. E., Samani, D., Kidd, J. M., & Davies, D. (2013) · Medical Education · doi:10.1111/medu.12151 · Cited by 77 · see citing works
A game a day keeps the doctor away: a short review of computer games in mental healthcare.
Gamberini, L., Barresi, G., Maier, A., & Scarpetta, F. (2008) · Padua Research Archive (University of Padova) · Cited by 74 · see citing works
Learner Centered Curriculum: Design and Implementation
Peterson, M. B. (2012) · Indiana Magazine of History (Indiana University) · Cited by 68 · see citing works
The Learner-Centered Curriculum: Design and Implementation
Cullen, R., Harris, M. S., & Hill, R. R. (2012) · OPUS - Open Portal to University Scholarship (Governors State University) · Cited by 68 · see citing works
Douglass, M. A., Casale, J. P., Skirvin, J. A., & DiVall, M. V. (2013) · American Journal of Pharmaceutical Education · doi:10.5688/ajpe778172 · Cited by 67 · see citing works
McCoy, L., Pettit, R. K., Lewis, J. H., Bennett, T., Carrasco, N., Brysacz, S., Makin, I. R. S., Hutman, R., & Schwartz, F. N. (2015) · Journal of Osteopathic Medicine · doi:10.7556/jaoa.2015.042 · Cited by 67 · see citing works
Self-citationWinberg, M., & Hedman, L. R. (2007) · Instructional Science · doi:10.1007/s11251-007-9030-9 · Cited by 62 · see citing works
Virtual Environments in Healthcare: Immersion, Disruption, and Flow
Taekman, J. M., & Shelley, K. H. (2010) · International Anesthesiology Clinics · doi:10.1097/aia.0b013e3181eace73 · Cited by 62 · see citing works
The Value of Virtual Patients in Medical Education
Saleh, N. (2010) · Annals of Behavioral Science and Medical Education · doi:10.1007/bf03355129 · Cited by 61 · see citing works
Gresalfi, M. S., & Barab, S. A. (2011) · Theory Into Practice · doi:10.1080/00405841.2011.607391 · Cited by 60 · see citing works
The use of a virtual patient case in an OSCE-based exam – A pilot study
Courteille, O., Bergin, R., Courteille, O., Bergin, R., Stockeld, D., Ponzer, S., & Fors, U. (2008) · Medical Teacher · doi:10.1080/01421590801910216 · Cited by 60 · see citing works
Leveraging game-informed healthcare education
Begg, M. J. (2008) · Medical Teacher · doi:10.1080/01421590701874041 · Cited by 53 · see citing works
CliniSpace: a multiperson 3D online immersive training environment accessible through a browser.
Dev, P., Heinrichs, W. L., & Youngblood, P. (2011) · PubMed · Cited by 45 · see citing works
Educational games in geriatric medicine education: a systematic review
Alfarah, Z., Schünemann, H. J., & Akl, E. A. (2010) · BMC Geriatrics · doi:10.1186/1471-2318-10-19 · Cited by 40 · see citing works
Educational games for mental health professionals
Bhoopathi, P. S., & Sheoran, R. (2006) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd001471.pub2 · Cited by 38 · see citing works
Stathakarou, N., Zary, N., & Kononowicz, A. A. (2014) · PeerJ · doi:10.7717/peerj.672 · Cited by 34 · see citing works
Game-based mass casualty burn training.
Kurenov, S. N., Cance, W. W., Noel, B., & Mozingo, D. W. (2009) · PubMed · Cited by 28 · see citing works
Learning through Osmosis: A collaborative platform for medical education
Haynes, M. R., Gaglani, S. M., Wilcox, M. V., Mitchell, T., DeLeon, V. B., & Goldberg, H. R. (2014) · Innovations in Global Medical and Health Education · doi:10.5339/igmhe.2014.2 · Cited by 18 · see citing works
A Multimedia Audience Response Game Show for Medical Education
Pettit, R. K., McCoy, L., Kinney, M. N., et al. (2014) · Medical Science Educator · doi:10.1007/s40670-014-0038-x · Cited by 14 · see citing works
Self-citationBloice, M. D., Simonic, K.-M., & Holzinger, A. (2014) · BMC Medical Informatics and Decision Making · doi:10.1186/1472-6947-14-66 · Cited by 14 · see citing works
Dhaliwal, G. (2012) · Academic Medicine · doi:10.1097/acm.0b013e31826d68d9 · Cited by 11 · see citing works
Engaging Nursing Students and Community Partners in the Development of Decision Cases
Head, B. A., & Bays, C. L. (2010) · Journal of Nursing Education · doi:10.3928/01484834-20100217-06 · Cited by 11 · see citing works
Evaluating the Benefits of Collaboration in Simulation Games: The Case of Health Care
Leung, R. (2014) · JMIR Serious Games · doi:10.2196/games.3178 · Cited by 7 · see citing works
Game-based Learning in medical education
Mollá, A. B., Ribes, J. V., Bermúdez, O. S., et al. (2015) · Cited by 2 · see citing works
Flagged first, then by citations
Cited by
Sorted by citations
Gamification of health professions education: a systematic review
van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021) · Advances in Health Sciences Education · doi:10.1007/s10459-020-10000-3 · Cited by 625 · see citing works
Artificial Intelligence Revolutionizing the Field of Medical Education
Narayanan, S., Ramakrishnan, R., Durairaj, E., & Das, A. (2023) · Cureus · doi:10.7759/cureus.49604 · Cited by 164 · see citing works
Eppler, E., Meyer, J., Serowy, S., Link, K., Pauk, B., & Filgueira, L. (2021) · Research in Science Education · doi:10.1007/s11165-018-9795-7 · Cited by 17 · see citing works
- Authors
- McCoy, L., Lewis, J. H., & Dalton, D.
- Venue
- Journal of Osteopathic Medicine
- Publisher
- Walter de Gruyter GmbH
- Published
- 2016-01-01
- Volume
- 116
- Issue
- 1
- Pages
- 22-34
- ISSN
- 2702-3648 (ISSN-L)
- OpenAlex
- W2238961696
- Cited by
- 223
- References
- 54
- Citations by year
- 2026: 6 · 2025: 21 · 2024: 29 · 2023: 46 · 2022: 33 · 2021: 24 · 2020: 15 · 2019: 26 · 2018: 16 · 2017: 4 · 2016: 1 · 2015: 2
- FWCI
- 2.94
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Journal of Osteopathic Medicine (publishedVersion, cc-by-nc-nd)
- PubMed (publishedVersion)
- Funders
- U.S. Public Health Service (D54HP20674)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Public Health, Environmental and Occupational Health › Innovations in Medical Education
- Health Sciences › Medicine › Physiology › Simulation-Based Education in Healthcare
- Keywords
- gamification, medical education, game-based learning, mobile application, virtual patient simulation, multimedia learning, preclinical training, clinical teaching, active learning, learning analytics, student engagement, remote training
- MeSH terms
- Curriculum, Education, Medical, Humans, Osteopathic Medicine, Schools, Medical, Patient Simulation, Multimedia
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review