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Table 2 Studies’ characteristics

From: Developing an interactive PBL environment via persuasive gamify elements: a scoping review

References

Location

Study design

Intervention

Outcome

Mutter et al. (2020)

USA

Randomised control trial

Investigating the effect of high-fidelity simulation on medical students’ clinical reasoning skills

Improved reasoning skills

Souza et al. (2020)

Brazil

Period cross-sectional

Examining the effect of brain quiz and games on medical students’ cognitive tests

Improved prior knowledge

 Shukor et al. (2019)

Malaysia

Quasi-Experimental design (non-equivalent control group posttest-only design)

Measuring the effect of 5S interactive board game on undergraduate student learning process

Improved understanding and knowledge of the 5S practice

Dandge & Desai (2019)

India

Cross-sectional study (period cross-sectional)/study design not mentioned for qualitative approach

Evaluating the effect of competitive elements in project-based and problem-based learning

Improved student engagement, participants employability, problem-solving ability and multidisciplinary teamwork

Shi et al. (2019)

China

Quasi-experimental design (non-equivalent control group posttest-only design and phenomenology)

Evaluating the effect of game mechanics in Pyrus on undergraduate students planning and collaboration skills

Improved planning and collaborative skills

Prochazkova et al. (2019)

Czech Republic

Quasi-experimental design (one group pretest–posttest design)

Evaluating the effect of an e-learning application that utilises problem-solving and gamification on medical students’ genetics knowledge

Improved students’ knowledge of genetics

Novak et al. (2018)

USA

Quasi-experimental design (one group pretest–posttest design)/study design not mentioned for qualitative approach

Examining the effect of instructional gamified case-based learning and the learning material on educational science graduate student engagement

Improved engagement and achievement of learning outcome

Topalli and Cagiltay (2018)

Turkey

Period cross-sectional

Investigating the effect of real-life problem-based games

Improved students’ learner performance in programming course

   

Development using Scratch programming environment on engineering students’ programming skills and motivation

 

Mayer et al. (2018)

USA

Quasi-experimental design (non-equivalent control group posttest-only design)

Examining the effect of notable protagonist patient in clinical case on medical student learning experience

Improved student learning experiences

Duncan et al. (2018)

UK

Phenomenology

Examining postgraduate science students’ experience with gamified, mystery-driven and role-playing approaches in problem-based learning

Improved student learning experience

Rozali and Zaid (2017)

Malaysia

Quasi-experimental design (one group posttest-only design)

Evaluating the effect of problem-based learning with mobile games on postgraduate students’ motivation

Increased students’ motivation to learn

Jensen (2017)

Denmark

Quasi-experimental design (one group posttest-only design)/study design not mentioned for qualitative approach

Examining the effect of gamification principle (virtual reality) on problem-based learning process

Increased collaborative and learning skills

Arnab et al. (2016)

UK

Randomised control trial and phenomenology

Evaluating the effect of gamification (competitive) and collaborative environment (social learning platform) on undergraduate sport psychology students’ motivational orientation and engagement

Increased students engagement

Cusick (2016)

Not documented

Phenomenology

Assessing the effect of using jeopardy-style gamified learning (team clickers and team leader boards) on students’ engagement

Improved learning experience