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      Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education

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          Abstract

          Background

          Microbiology is a critical and expansive topic that many medical schools’ curriculum must teach in a constrained time frame. We implemented a microbiology question bank smart phone app enhanced with game elements and clinical pearls during a microbiology course for first-year medical students. We hypothesized that these enhancements and clinical pearls would engage the students meaningfully and increase their knowledge base.

          Methods

          Though use was optional, students’ game play was recorded through the app, which was compared to test grades retrospectively. A player efficiency rating (PER) was calculated as a function of question response, accuracy, and engagement. Students were separated into tertiles of PER and median exam grades were compared using a non-parametric Kruskal–Wallis (KW) test. An anonymous satisfaction and usability feedback survey was also administered.

          Results

          One hundred eighty-one of the 189 students (96%) answered at least one question, and 165 (87%) completed all 56 questions. The average PER was 84.75. We received feedback surveys from 61 (34%) students in the course, with positive responses regarding the perceived impact on learning microbiology. The KW test found a positive correlation for median exam scores of the player groups when divided into tertiles by PER ( p = 0.0002).

          Conclusions

          We leveraged gamification and clinical pearls to design a supplemental microbiology question bank. We found high engagement overall and higher class exam scores associated with greater use of the question bank.

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          Most cited references22

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          Medical Student Education in the Time of COVID-19

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            The System Usability Scale: Past, Present, and Future

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              Gamification of health professions education: a systematic review

              Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students’ learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes. We systematically searched multiple databases, and included all empirical studies evaluating the use of game attributes in health professions education. Of 5044 articles initially identified, 44 met the inclusion criteria. Negative outcomes for using gamification were not reported. Almost all studies included assessment attributes (n = 40), mostly in combination with conflict/challenge attributes (n = 27). Eight studies revealed that this specific combination had increased the use of the learning material, sometimes leading to improved learning outcomes. A relatively small number of studies was performed to explain mechanisms underlying the use of game attributes (n = 7). Our findings suggest that it is possible to improve learning outcomes in health professions education by using gamification, especially when employing game attributes that improve learning behaviours and attitudes towards learning. However, most studies lacked well-defined control groups and did not apply and/or report theory to understand underlying processes. Future research should clarify mechanisms underlying gamified educational interventions and explore theories that could explain the effects of these interventions on learning outcomes, using well-defined control groups, in a longitudinal way. In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student.
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                Author and article information

                Contributors
                jeremeywalker@uabmc.edu
                Journal
                Med Sci Educ
                Med Sci Educ
                Medical Science Educator
                Springer US (New York )
                2156-8650
                4 May 2022
                4 May 2022
                : 1-7
                Affiliations
                [1 ]GRID grid.265892.2, ISNI 0000000106344187, Department of Medicine, School of Medicine (UAB), , University of Alabama, ; THT 229, 1900 University Blvd, AB 35294-0006 Birmingham, USA
                [2 ]GRID grid.265892.2, ISNI 0000000106344187, University of Alabama School of Medicine, ; Birmingham, AL USA
                [3 ]GRID grid.280808.a, ISNI 0000 0004 0419 1326, Birmingham Veterans Affairs Medical Center, ; Birmingham, USA
                [4 ]GRID grid.265892.2, ISNI 0000000106344187, Department of Biostatistics, , University of Alabama at Birmingham, ; Birmingham, USA
                [5 ]GRID grid.265892.2, ISNI 0000000106344187, Department of Microbiology, , University of Alabama at Birmingham, ; Birmingham, USA
                [6 ]GRID grid.265892.2, ISNI 0000000106344187, Department of Medical Education, , University of Alabama School of Medicine, ; Birmingham, USA
                Author information
                http://orcid.org/0000-0003-2920-4659
                Article
                1552
                10.1007/s40670-022-01552-7
                9066992
                35531347
                81ca6841-ced5-423b-91c7-89f41b081bee
                © The Author(s) 2022

                Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.

                History
                : 12 April 2022
                Funding
                Funded by: FundRef http://dx.doi.org/10.13039/100000009, Foundation for the National Institutes of Health;
                Categories
                Original Research

                undergraduate medical education (ume),gamification,microbiology,curriculum

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