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ABSTRACT: Background
Medical education continues to favor didactic lectures as the predominant method of instruction. However, in recent years, there has been a shift toward active learning methodologies such as gamification.Objective
This study aimed to describe the implementation of 3 open-access, web-based pharmacology games tailored for medical students: Cross DRUGs, Find the DRUG, and DRUGs Escape Room. The study also evaluated the impact of gamification on knowledge retention, student engagement, and learning experience in pharmacology education.Methods
We used a quasi-experimental design to examine the effects of gamification on knowledge retention by comparing pretest and posttest scores between the gamer and control groups. Each week, students self-selected into eith
SUBMITTER: Aloum L
PROVIDER: S-EPMC12680091 | biostudies-literature | 2025 Dec
REPOSITORIES: biostudies-literature