Content area

Abstract

Background

Advancements in health and medical education are key to a promising future, but sustaining their exponential pace requires innovative approaches. Gamification offers a powerful tool to foster engagement and enhance the educational journey of medical professionals. By integrating interactive and motivational elements into training, gamification not only boosts knowledge acquisition but also addresses the monotony of traditional methods, encouraging deeper cognitive engagement and reducing errors in practice. Critical thinking is essential for accurate and timely medical decisions, particularly in diagnosing new patients at emergency department. Enhancing these skills can significantly reduce errors and improve patient outcomes, including lowering mortality rates.

Methods

This project introduces a critical thinking game designed to improve the clinical reasoning skills of pediatric students before they enter the field. The game simulates realistic clinical cases, where students draw randomized cards presenting patient profiles, symptoms, and test results, then race against the clock to deliver most relevant diagnoses and actions. The game employs a Case-Based Morning Report format designed to provide hands-on learning experiences. The gameplay involves three cards presented to students, each containing different types of medical information: a patient’s description, their symptoms, and their examination results. Based on this data, students must create a diagnostic scenario and discuss it with a licensed pediatrician, who serves as the moderator. The moderator ultimately determines the best scenario based on logical reasoning and medical accuracy. The moderator is always an expert in the domain and a university professor, which already ensures a high level of reliability.

In addition, we conducted a single-arm, exploratory pilot study with undergraduate medical students (n = 100) from first to fourth year (Med1–Med4) at the Holy Spirit University of Kaslik (USEK). Participants engaged with the DMRCT platform during scheduled sessions. After gameplay, they completed a structured Likert-scale survey measuring perceived critical thinking improvement, engagement, interface usability, and competitive pressure. Objective gameplay metrics (reaction time, diagnostic accuracy, number of errors) were recorded automatically by the platform’s backend.

This problem-based learning approach fosters excitement, interactivity, and competitiveness, transforming critical training into an engaging experience.

Results

Our multiplayer educational game is hosted on a web-based platform, enabling students to engage in critical thinking exercises remotely. The participants in each session consist of two opposing teams of medical students, who analyze and discuss the case information before presenting their scenarios. The moderator evaluates the scenarios and awards points based on the accuracy and reasoning presented. Our critical thinking game was tested with 100 medical students (Med1–Med4) through randomized clinical scenarios. Feedback revealed that students viewed the game as a valuable complement to traditional morning rounds, enhancing diagnostic synthesis, problem-solving, and decision-making, particularly for advanced learners. Students reported increased motivation, teamwork, and the ability to practice decision-making in a low-risk environment. Technical evaluations confirmed the platform’s reliability, real-time scoring, and analytics integration, with pilot sessions showing active participation, multiple valid diagnoses, and meaningful moderator-student interactions that deepened clinical reasoning skills.

Conclusion

By immersing students in dynamic, field-relevant scenarios, our critical thinking game enriches analytical reasoning, problem-solving abilities, and clinical judgment. Transforming education into an interactive, game-based experience cultivates skilled, confident practitioners prepared to meet the complex challenges of real-world pediatric care. The pilot evaluation among medical students revealed high engagement, improved diagnostic accuracy, and a positive perception of clinical reasoning development.

Details

1009240
Business indexing term
Title
Critical thinking gamification in medical education
Author
Fadous, Marie Claude 1 ; Zeeny, Charbel 2 ; Cheiban, Kenneth 3 ; Margossian, Garo 2 ; Ghorayeb, Zaki 4 ; Massoud, Chadi 5 ; Rihana, Sandy 2 

 Holy Spirit University of Kaslik, USEK,, School of Medicine and Medical Sciences, KASLIK Jounieh, Lebanon (GRID:grid.444434.7) (ISNI:0000 0001 2106 3658); University Hospital, Notre Dame des Secours, Byblos, Lebanon (GRID:grid.444434.7); RésoSanté C-B-Santé Ouest CHC , Montreal, Canada (GRID:grid.444434.7) 
 Holy Spirit University of Kaslik, USEK, KASLIK, School of Engineering, Jounieh, Lebanon (GRID:grid.444434.7) (ISNI:0000 0001 2106 3658) 
 Holy Spirit University of Kaslik, USEK,, School of Medicine and Medical Sciences, KASLIK Jounieh, Lebanon (GRID:grid.444434.7) (ISNI:0000 0001 2106 3658) 
 Holy Spirit University of Kaslik, USEK,, School of Medicine and Medical Sciences, KASLIK Jounieh, Lebanon (GRID:grid.444434.7) (ISNI:0000 0001 2106 3658); University Hospital, Notre Dame des Secours, Byblos, Lebanon (GRID:grid.444434.7) 
 Holy Spirit University of Kaslik, USEK, KASLIK, School of Engineering, Jounieh, Lebanon (GRID:grid.444434.7) (ISNI:0000 0001 2106 3658); Université La Sagesse, Faculty of Public Health, Furn el Chebbak , Lebanon (GRID:grid.444379.9) (ISNI:0000 0001 2078 1025) 
Publication title
Volume
26
Issue
1
Pages
90
Publication year
2026
Publication date
Dec 2026
Publisher
Springer Nature B.V.
Place of publication
London
Country of publication
Netherlands
e-ISSN
14726920
Source type
Scholarly Journal
Language of publication
English
Document type
Journal Article
Publication history
 
 
Online publication date
2025-12-11
Milestone dates
2025-12-08 (Registration); 2025-07-04 (Received); 2025-12-08 (Accepted)
Publication history
 
 
   First posting date
11 Dec 2025
ProQuest document ID
3293070410
Document URL
https://www.proquest.com/scholarly-journals/critical-thinking-gamification-medical-education/docview/3293070410/se-2?accountid=208611
Copyright
© The Author(s) 2025. This work is published under http://creativecommons.org/licenses/by-nc-nd/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
Last updated
2026-01-19
Database
2 databases
  • Coronavirus Research Database
  • ProQuest One Academic