Introduction
Gamification is defined as ‘the application of game characteristics and benefits to real-world processes or problems’ and is a teaching model used in many universities offering medical degrees. Advantages such as greater student participation have been described, as well as disadvantages such as the lack of budgets or time for its proper implementation in classrooms. The aim of this study was to evaluate the degree of satisfaction of medical students at the University of Granada (UGR) with the implementation of different gamification strategies in the classroom and clinical cases as a teaching tool.
Methods
A cross-sectional study was conducted during the 2024–2025 academic year. The population selected consisted of second-, third-, fourth-, fifth- and sixth-year medical students at the University of Granada, as well as master's students. Data were collected through an anonymous survey.
Results
A total of 329 medical students from the University of Granada and 22 master's students participated in the study. A higher percentage of women believe that gamification is a resource that motivates them in their studies and learning (91.1%, p = 0.012) and that it is also fun (96%, p = 0.008). Lower-year students disagree with the need to present more clinical cases during theory classes, in contrast to fifth-year, sixth-year and master's students, who are mostly in favor of this measure (p = 0.033). However, the latter do not consider that this activity brings significant benefits to assessments (p = 0.025).
Conclusion
In conclusion, UGR medical students have a very positive opinion of teaching innovation and gamification strategies, stating that they should have a greater presence in the degree curriculum.
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