Design and Evaluation of an Endocrine-Focused Serious Trading Card Game in Undergraduate Medical Education

Medical education requires learners to integrate complex basic science knowledge with clinical reasoning, with endocrinology posing particular challenges due to nonlinear feedback and system-level interactions. Although serious games may enhance learning, many implementations are individual/solitary, and evidence for analog serious trading card games is limited. This study evaluated a mnemonic-driven Medimon Learning Card Game (LCG) designed to support systems-based endocrine education. A quasi-experimental study was conducted with first-year medical students during an endocrine course block. All students received identical instruction, while a subset participated in a guided, competitive Medimon LCG session. Achievement was assessed using a pretest and a delayed posttest administered two weeks after the intervention, along with course examination performance. Engagement was measured using the Situational Interest Survey for Multimedia (SIS-M) and open-ended responses. Students who participated in the Medimon LCG demonstrated significantly greater delayed learning gains than controls, while course examination performance did not differ between groups. SIS-M results indicated high levels of interest and perceived value, and qualitative findings highlighted affective engagement, cognitive reinforcement, and social interaction. These findings suggest that an analog serious trading card game can enhance engagement and support longer-term retention of complex endocrine concepts, offering a transferable framework for socially mediated game-based learning in medical education.

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Publication Details

Journal
Education Sciences
Published
2026-02-09
DOI
https://doi.org/10.3390/educsci16020269
Primary Topic
Educational Games and Gamification
Type
article
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article

Design and Evaluation of an Endocrine-Focused Serious Trading Card Game in Undergraduate Medical Education

Tyler Bland, Emma Ferguson, Ciara Bordeaux, Joscelyn Coad et al.
Education Sciences
Educational Games and Gamification
article

Design and Evaluation of an Endocrine-Focused Serious Trading Card Game in Undergraduate Medical Education

Tyler Bland, Emma Ferguson, Ciara Bordeaux, Joscelyn Coad, Sebastian Sovobada-Powel, Harrison Howe
article en

Abstract

Medical education requires learners to integrate complex basic science knowledge with clinical reasoning, with endocrinology posing particular challenges due to nonlinear feedback and system-level interactions. Although serious games may enhance learning, many implementations are individual/solitary, and evidence for analog serious trading card games is limited. This study evaluated a mnemonic-driven Medimon Learning Card Game (LCG) designed to support systems-based endocrine education. A quasi-experimental study was conducted with first-year medical students during an endocrine course block. All students received identical instruction, while a subset participated in a guided, competitive Medimon LCG session. Achievement was assessed using a pretest and a delayed posttest administered two weeks after the intervention, along with course examination performance. Engagement was measured using the Situational Interest Survey for Multimedia (SIS-M) and open-ended responses. Students who participated in the Medimon LCG demonstrated significantly greater delayed learning gains than controls, while course examination performance did not differ between groups. SIS-M results indicated high levels of interest and perceived value, and qualitative findings highlighted affective engagement, cognitive reinforcement, and social interaction. These findings suggest that an analog serious trading card game can enhance engagement and support longer-term retention of complex endocrine concepts, offering a transferable framework for socially mediated game-based learning in medical education.

Education SciencesVol. 16(2)
University of Idaho (US), University of Washington (US)
Quality Education
Openalex Percentile: Top 64%
Educational Games and Gamification
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