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Volume: 12 Issue 06 June 2026
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Effectiveness Of A Gamified Learning Approach Compared To Google Form–based Assessment In Medical Education: Randomised Control Study
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Author(s):
Dr. P. Arulmozhi | Dr. Arun Murugan | Monish Raaj R | Muralighanth R | Nandana Krishnan | Nandhini Yuvaraj | Niranjan A
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Keywords:
Gamification, Medical Education, Google Forms, Interactive Learning, Assessment.
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Abstract:
Background: Gamification Is Increasingly Used In Medical Education To Improve Learner Engagement, Motivation, And Knowledge Retention.There Is A Worldwide Shortage Of Health Workers, And This Issue Requires Innovative Education Solutions. Serious Gaming And Gamification Education Have The Potential To Provide A Quality, Cost-effective, Novel Approach That Is Flexible, Portable, And Enjoyable And Allow Interaction With Tutors And Peers.[1]However, Evidence Comparing Gamified Strategies With Conventional Google Form–based Assessments Is Limited. Objectives: To Evaluate The Effectiveness Of A Gamified Learning Approach Compared To Standard Google Form Quizzes Among Undergraduate Medical Students. Methods: A Randomised Control Trial Was Conducted Among Second-year MBBS Students Using Computerised Randomisation. Participants Were Divided Into Two Groups: (1) Google Form Group, Using Traditional Multiple-choice Assessments And (2) Gamified Learning Group, Using An Interactive Platform (e.g., Kahoot/Quizizz). Pre- And Post-tests Were Administered. Outcomes Included Improvement In Test Scores, Student Engagement, Satisfaction, And Perceived Usefulness Assessed Via Likert-scale Questionnaires. Data Were Analysed Using Independent Sample T-test. Results: The Parameters Measured Have Demonstrated Effectiveness; Encouraged Review (3.40), Fit With Lectures (3.65), Increased Understanding (3.59), Lower Recall (3.19), Moderate User Engagement (3.15), Interactivity (3.18) And Interest (3.14). Usability Has Been Assessed As Satisfactory: User Friendly (3.60), Good Difficulty (3.48) And Appropriate Time (3.56). Group 2 Significantly Outperform Group 1 In Every Aspect, Especially In The Recall (4.13 And 2.25), Engagement (4.13 And 2.18), Interactivity (4.18 And 2.18) And Interest (3.83 And 2.45) Parameters. The Usability Parameters In Group 2 Also Significantly Outperform Group 1: User Friendly (3.95 And 3.25), Difficulty (3.68 And 3.28) And Time (3.75 And 3.38). The Range For Standard Deviation (from 0.59 To 1.20) Represents Moderate Variance And Overall Results Indicate That Group 2 Appears More Successful. Conclusion: Gamified Learning Is More Effective Than Google Form–based Assessments In Improving Learning Outcomes, Engagement, And Satisfaction In Medical Education. Incorporation Of Gamified Tools Is Recommended For Routine Teaching-learning Activities.
Other Details
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Paper id:
IJSARTV12I4105200
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Published in:
Volume: 12 Issue: 4 April 2026
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Publication Date:
2026-04-29
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