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Do games work? A meta-analytic synthesis of gamified learning for clinical reasoning in medical and allied health education

Dados Bibliográficos

ID15328191
AutoresChing-Yi Lee (0000-0002-2783-8300, Department of Neurosurgery, Chang Gung Memorial Hospital at Linkou and Chang Gung University College of Medicine), Ching-Hsin Lee (Department of Radiation Oncology, Proton and Radiation Therapy Center, Chang Gung Memorial Hospital), Hung-Yi Lai (0009-0007-8029-3104, Department of Neurosurgery, Chang Gung Memorial Hospital at Linkou and Chang Gung University College of Medicine), Po-Jui Chen (0000-0003-1085-5259, Department of Radiation Oncology, Proton and Radiation Therapy Center, Chang Gung Memorial Hospital), Mi-Mi Chen (Department of Neurosurgery, Chang Gung Memorial Hospital at Linkou and Chang Gung University College of Medicine), Sze-Yuen YAU (0000-0002-4478-5132, (CG-MERC) Chang Gung Medical Education Research Centre, autor correspondente)
Ano2026
Volume31
Fascículo1
Páginas2614233-2614233
Data de publicação2026-01-14
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoMedical Education Online (JOURNAL)
Identificadores do periódicoISSN: 1087-2981 • E-ISSN: 1087-2981
EditoraTaylor & Francis (PUBLISHER • GB)
DOI10.1080/10872981.2026.2614233
PMID41532745
OpenAlexW7124161987
IdiomaEN
Referências citadas28

Gamification is increasingly adopted in health professions education to enhance clinical reasoning, a core competency essential for safe patient care. Although many interventions report positive outcomes, the magnitude and consistency of these effects remain uncertain. This meta-analytic review synthesizes quantitative findings on the effectiveness of gamified learning on clinical reasoning in medical and allied health learners across diverse contexts. Following PRISMA 2020 guidelines, we searched MEDLINE, Scopus, and Web of Science (2010-2023) for randomized and non-randomized studies evaluating gamified interventions targeting clinical reasoning. Eligible populations included pre- and post-licensure learners, with traditional or non-gamified instruction as comparators. Quantitative measures of clinical reasoning were required. Risk of bias was assessed using RoB 2.0 and ROBINS-I, and standardized mean differences (SMDs) were pooled using a random-effects model. From 713 records, 26 studies met inclusion criteria and 10 contributed to the meta-analysis. Gamified interventions were associated with improved clinical reasoning compared with traditional instruction (SMD = 1.11; 95% CI: 0.69-1.52). Substantial heterogeneity was observed (I2 = 85%). Assessment of publication bias suggested possible overestimation of effects, with an adjusted pooled estimate of 0.75 (95% CI: 0.24-1.27). The certainty of evidence was rated as low due to heterogeneity, risk of bias, and potential publication bias. Gamified learning may support the development of clinical reasoning in health professions education; however, considerable variability across studies and low certainty of evidence warrant cautious interpretation. Future research should employ theory-informed designs, validated reasoning measures, and rigorous methodologies to clarify when and how gamification is most effective

Certainty · Clinical judgment · Clinical study design · Consistency (knowledge bases · Evidence-based medicine · Inclusion (mineral · MEDLINE · Psychological intervention · Warrant · Clinical Reasoning and Diagnostic Skills · Educational Games and Gamification · Simulation-Based Education in Healthcare

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