Volume 12, Issue 3 (Autumn 2025)                   DSME 2025, 12(3): 247-258 | Back to browse issues page

Research code: IR.HUMS.REC.1403.020
Ethics code: IR.HUMS.REC.1403.020


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Norouzian M, Kamali F, Samiei A, Khaghanzadeh N. The impact of using online gamification in medical immunology education with Kahoot and ImmuneQuest: Perspectives of dental and pharmacy students. DSME 2025; 12 (3) :247-258
URL: http://dsme.hums.ac.ir/article-1-520-en.html
Department of Immunology, Faculty of Medicine, Molecular Medicine Research Center, Hormozgan Health Institute, Hormozgan University of Medical Sciences, Bandar Abbas, Iran.
Abstract:   (2467 Views)
Introduction: Traditional immunology education faces challenges such as decreased student attention and motivation. This study aimed to evaluate the impact of online game-based learning using Kahoot (an interactive quiz platform) and ImmuneQuest (an immune system simulator) on the learning and motivation of medical students.
Methods: This study was a quasi-experimental research with a pre-test/post-test design, conducted during the academic year 2023-2024. The study population consisted of all dental and pharmacy students at Hormozgan University of Medical Sciences who had taken the immunology course (153 individuals). The sampling method was census-based, and all members of the population were included as the study sample. The research instrument was a 32-item researcher-made questionnaire covering three domains: cognitive, emotional-affective, and behavioral-skill. The validity of the instrument was confirmed by five medical education and immunology specialists, and its reliability was determined by calculating Cronbach’s alpha coefficient of 0.89. Data analysis was performed using SPSS version 24 software, employing descriptive statistics (mean, standard deviation, and median) and inferential statistics (non-parametric tests for group comparisons).
Results:  The mean scores in all three domains ranged between 3.5 and 4.0 (on a Likert scale). In the emotional domain, Kahoot performed better, with over 80% of students rating it as an engaging and effective method. Both games led to increased concentration, active participation, and correction of mistakes. ImmuneQuest had the greatest impact on understanding complex concepts (mean: 3.7±1.11).
Discussion: Integrating online games into immunology education was recognized as a complementary and effective approach. It is recommended that future studies focus on the development of localized games, investigation of long-term effects, and provision of technical infrastructure to optimize this educational strategy.
 
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Type of Study: Orginal | Subject: Special
Received: 2025/09/8 | Accepted: 2025/10/1 | Published: 2025/12/21

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