Objectives: Scalable teaching through apps and artificial intelligence (AI) is of rising interest in academic practice. We focused on how medical students could benefit from this trend in learning antibiotic stewardship (ABS). Our study evaluated the impact of gamified learning on factual knowledge and uncertainty in antibiotic prescription. We also assessed an opportunity for AI-empowered evaluation of freeform answers.
Methods: We offered four short courses focusing on ABS, with 46 participating medical students who self-selected themselves into the elective course. Course size was limited by the faculty. At the start of the course, students were given a questionnaire about microbiology, infectious diseases, pharmacy and qualitative questions regarding their proficiency of selecting antibiotics for therapy. Students were followed up with the same questionnaire for up to 12 months. We selected popular game mechanics with commonly known rules for teaching and an AI for evaluating freeform questions.
Results: The number of correctly answered questions improved significantly for three topics asked in the introductory examination, as did the self-assessed safety of prescribing antibiotics. The AI-based review of freeform answers was found to be capable of revealing students' learning gaps and identifying topics in which students needed further teaching.
Conclusions: We showed how an interdisciplinary short course on ABS featuring gamified learning and AI could substantially improve learning. Even though large language models are a relatively new technology that sometimes fails to produce the anticipated results, they are a possible first step in scaling a tutor-based teaching approach in ABS.
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http://dx.doi.org/10.1093/jacamr/dlae099 | DOI Listing |
MethodsX
June 2025
School of Computer Science and Engineering, Vellore Institute of Technology, Vandalur - Kelambakkam Road, Chennai, 600 127 Tamil Nadu, India.
This study introduces a framework that integrates AI-driven Game-Based Language Teaching (GBLT) with advanced neuroscience to transform language education for visually impaired learners. Built on the principles of neuroplasticity and epigenetics, the approach leverages educational psychology with the help of adaptive AI to deliver personalized, gamified learning experiences that reshape neural pathways, improve memory retention, and strengthen emotional resilience. By fostering low-stress, immersive environments, it triggers positive epigenetic changes, enhancing long-term cognitive flexibility.
View Article and Find Full Text PDFJ Undergrad Neurosci Educ
December 2024
Burnett School of Biomedical Sciences, University of Central Florida, Orlando, FL 32816.
As a subset of active learning, gamification involves the application of gaming principles as a means of improving student outcomes in the classroom. Recent work has shown that such active learning strategies may be particularly effective at reducing the rate of failure in STEM courses. In this retrospective case study, I examined the effects on student exam performance, rate of failure, and perception of instruction following a semester-long course improvement project that involved implementing a novel tabletop style roleplaying game () during lab sessions in an undergraduate neuroanatomy course.
View Article and Find Full Text PDFJ Pediatr Adolesc Gynecol
January 2025
Clinical Research Development Unit of Shahid Yahyanezhad Hospital, Babol University of Medical Sciences, Babol, I.R. Iran. Electronic address:
Background: Adolescence is a crucial phase in a person's life. The purpose of this study was to evaluate the efficacy of gamification in the education of teenage females on pubertal health.
Methods: This clinical trial, conducted on 90 adolescent girls in XXX, XXX, during the 2023-2024 year, used a multistage cluster sampling method to assign participants randomly to intervention and control groups.
Acta Psychol (Amst)
February 2025
Fondazione Bruno Kessler, Via Sommarive, 18, 38123 Trento, Italy. Electronic address:
The increasing need to address climate change has intensified efforts to promote green transportation options, such as cycling and public transit. Over the past few decades, gamification-the integration of game-like elements into non-game contexts to motivate and engage people in adopting new behaviors-has emerged as a strategy to encourage the use of sustainable transportation. This literature review examines how gamification has been used to drive the adoption of green transportation.
View Article and Find Full Text PDFContemp Clin Trials
January 2025
Department of Physical Education and Sports, Faculty of Sport Sciences, Sport and Health University Research Institute (iMUDS), University of Granada, 18071 Granada, Spain.
Children's physical inactivity and increasing sedentary behaviour have become major public health concerns, with a concurrent decline in muscular fitness (MF) contributing to poor physical outcomes during childhood and adolescence, highlighting the importance of developing resistance training (RT) programs. Furthermore, several educational strategies such as gamification seem to increase students' motivation which can produce an increase in performance outcomes. This study describes the rationale and protocol of a school-based randomized controlled trial called "RETRAGAM" (REsistance TRAining based on GAMification).
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