This quasi-experimental study design included two distinct educational interventions compared across two groups of EM residents. We developed and implemented an innovative GBL and gamification course within the EM residency training program at Tehran University of Medical Sciences, starting in October 2022. Over 12 months, ten sessions covered all foundational, essential, and critical topics in the EM residency curriculum, including cardiology, respiratory, electrolyte imbalance and metabolism, orthopedics, toxicology, ventilator settings, airway management, hematology, suturing and immobilization, pediatrics, trauma, resuscitation, and life support.
During the implementation phase, our objective was to teach the requisite knowledge, procedural skills, clinical reasoning, and judgment for each residency level (PGY1, PGY2, and PGY3). We incorporated core elements of both GBL and gamification to create a learning environment characterized by enhanced interaction, competition, entertainment, encouragement, and motivation. To keep each session engaging and novel, we varied the game designs and frequently repeated sessions with the same content. Sessions were conducted through various methods and environments, including face-to-face classes or virtual classes via free university platforms, skill labs, and hospital settings.
A range of GBL and gamification formats—such as Dooz, Carts, Hot Seat, Escape Room, Escape Box, Taboo, Simulated emergency room, golden cup, control room, and matching cards—were used in both individual and group competitions. All game designs were adapted from the literature, and the implementation methods were reviewed by an expert panel comprising EM and ME faculty members. In each GBL and gamification session, residents tackled a clinical scenario, solving cases step-by-step. Each correct answer unlocked the next clue, guiding them toward the final solution. By the end of the session, all game components were pieced together like a completed puzzle, revealing the full scenario from the initial clinical presentation to the final disposition.
Each session included special awards or bonuses for the winner(s). Organized debriefing and problem-solving sessions were integral parts of the intervention (
22). In this study, the course mentioned above served as the intervention for the first group of residents (Group 1).
For the second group, we created 10 medical podcasts and training videos covering the same topics and provided these materials to an equivalent number and level of residents via virtual platforms (group 2). All training podcasts were prepared and recorded by EM faculty members, featuring their voices and live videos alongside slides. Clinical features, diagnosis, management, and disposition of specific diseases and common medical cases were explained based on EM textbooks. Required procedures relevant to each case were also recorded at the bedside on actual patients as short videos (recorded live in the ED).
Both groups continued to participate in the traditional training program, which included attending lectures in theoretical classes, practicing procedures and practical skills in workshops, and engaging in active bedside learning during clinical shifts in the ED.
In the present study, we evaluated the GBL and gamification phase in the EM residency training program one year after its implementation in 2023. We enrolled 15 EM residents across three different levels (PGY1, PGY2, and PGY3) in each group. All residents at each level were randomly and evenly allocated to either group based on their residency ID number, with odd numbers assigned to group 1 and even numbers to group 2. Each group consisted of 7 PGY3 residents, 5 PGY2 residents, and 3 PGY1 residents. The sequence of interventions was implemented simultaneously in both groups.
We compared all outcomes between the GBL and gamification group (group 1) and the e-learning group (group 2). All EM residents participated in the same traditional residency training program at our university, covering the content and educational materials specified for each residency level. The themes of lectures in classrooms and workshops (for practicing EM procedures) were consistent across both groups. The sole interventions were the GBL and gamification courses conducted for the first group and the e-learning materials provided by EM professors to the second group.
All residents provided written consent to participate in this study willingly. The study was approved by the ethics committee of (anonymized for review) (ID:
IR.TUMS.SHARIATI.REC.1402.059). In the EM residency training program, three general exams are administered twice a year (mid-year and at the end of the training year) to assess residents' knowledge and skills. These exams include a three-hour written exam with 150 multiple-choice questions (MCQs), a two-hour objective structured clinical examination (OSCE) consisting of 10 stations, where residents rotate through each station at specific intervals, and a four-hour Clinical Reasoning and Judgement Assessment, featuring 20 questions in formats such as patient management problems (PMP) and key feature (KF) questions. Each exam is specifically tailored to the respective residency level and comprehensively covers the essential topics in the EM curriculum. Multiple-choice question, OSCE, and PMP-KF exams are widely recognized in all residency programs and represent the minimum requirement for residency evaluations in any educational training course. The exam results were analyzed and compared between the two groups, both before and after the implementation of GBL and gamification. It is essential to note that the other teaching components of the residency program (traditional methods such as theoretical classes, workshops, simulation sessions, and book reviews) remained consistent across both groups.
In this study, we evaluated learners’ perspectives in the first group on the new educational program using the validated Persian questionnaire, "A Model for the Evaluation of Educational Games (MEEGA)" (
23). Additionally, general feedback and views of EM residents in group 1 regarding their new educational environment were collected through the validated Persian questionnaire, "The Short-Version of Postgraduate Hospital Educational Environment Measure (PHEEM)" (
24). The Persian version of MEEGA includes two sections: (1) player experience, which consists of nine subscales totaling 22 questions; and (2) usability, comprising four subscales totaling nine questions. Respondents rate their answers on a Likert scale from 1 (strongly disagree) to 5 (strongly agree). The Persian short-version of PHEEM includes 12 questions in three categories, also rated on a Likert scale from 1 (strongly disagree) to 5 (strongly agree).
3.1. Sample Size Calculation and Data Analysis
All existing EM residents (30 residents across three residency levels) who participated in either intervention group were included in our study. After data collection, responses were entered into SPSS software (version 25.0). Data were tested for normal distribution using the Kolmogorov-Smirnov test. Descriptive indices such as frequency (percentage), mean (standard deviation), and median (interquartile range) were used to present the results. Independent t-tests and chi-square tests were applied to compare study variables, with a significance level set at 0.05.