Integrating the Triple Jump Exercise and gamification (G-Jump) to enhance learning outcomes among anesthesia students: a preliminary quasi-experimental study

In health profession education, assessment functions not only as a measure of performance but also as a learning opportunity. The Triple Jump Exercise (TJE) is a formative assessment method that promotes self-assessment, problem-solving, and knowledge integration. However, its traditional format often lacks engaging elements, which may reduce its effectiveness. The present study introduces an innovative model, G-Jump, which integrates TJE with gamification based on the philosophy of “assessment for learning” and seeks to optimize this formative assessment model among anesthesia students. This quasi-experimental study included 45 anesthesia students from Babol University of Medical Sciences, randomly assigned to three groups: control, TJE, and G-Jump. All groups received identical instructions, but the assessment method varied across groups. Data were collected through performance tests (pre-test, post-test, and follow-up) and the Vidakis satisfaction questionnaire, and analyzed using R software (version 4.5.0). The G-Jump group scored significantly higher post-test mean score (16.14 ± 1.72) compared to the TJE (14.57 ± 1.64) and control (13.3 ± 2.55) groups (p < 0.001). This advantage persisted in the follow-up test (G-Jump: 16.8 ± 1.72). Neither grade point average (GPA) nor age had a significant effect on outcomes, and no gender differences were observed. Only 26.6% of participants used credible scientific resources, revealing limited information-seeking skills. Satisfaction with the gamified experience was high, with a mean score of 34.8 out of 40 (87%). The G-Jump model, which combines multi-stage formative assessment with gamification, appears to be an effective approach to improve learning outcomes, enhance motivation, and foster cognitive engagement among anesthesia students.

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Journal
BMC Medical Education
Published
2026-03-07
DOI
https://doi.org/10.1186/s12909-026-08933-1
Primary Topic
Educational Games and Gamification
Type
article
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article

Integrating the Triple Jump Exercise and gamification (G-Jump) to enhance learning outcomes among anesthesia students: a preliminary quasi-experimental study

Amirhossein Shokrani, Hasanali Jafarpoor, Fatemeh Behnam, Hossein Ghasemi Falavarjani et al.
BMC Medical Education
Educational Games and Gamification
article

Integrating the Triple Jump Exercise and gamification (G-Jump) to enhance learning outcomes among anesthesia students: a preliminary quasi-experimental study

Amirhossein Shokrani, Hasanali Jafarpoor, Fatemeh Behnam, Hossein Ghasemi Falavarjani, Asal Kazemzadeh, Yosef Mortazavi, Fatemeh Hasaninejad Darzi
article en

Abstract

In health profession education, assessment functions not only as a measure of performance but also as a learning opportunity. The Triple Jump Exercise (TJE) is a formative assessment method that promotes self-assessment, problem-solving, and knowledge integration. However, its traditional format often lacks engaging elements, which may reduce its effectiveness. The present study introduces an innovative model, G-Jump, which integrates TJE with gamification based on the philosophy of “assessment for learning” and seeks to optimize this formative assessment model among anesthesia students. This quasi-experimental study included 45 anesthesia students from Babol University of Medical Sciences, randomly assigned to three groups: control, TJE, and G-Jump. All groups received identical instructions, but the assessment method varied across groups. Data were collected through performance tests (pre-test, post-test, and follow-up) and the Vidakis satisfaction questionnaire, and analyzed using R software (version 4.5.0). The G-Jump group scored significantly higher post-test mean score (16.14 ± 1.72) compared to the TJE (14.57 ± 1.64) and control (13.3 ± 2.55) groups (p < 0.001). This advantage persisted in the follow-up test (G-Jump: 16.8 ± 1.72). Neither grade point average (GPA) nor age had a significant effect on outcomes, and no gender differences were observed. Only 26.6% of participants used credible scientific resources, revealing limited information-seeking skills. Satisfaction with the gamified experience was high, with a mean score of 34.8 out of 40 (87%). The G-Jump model, which combines multi-stage formative assessment with gamification, appears to be an effective approach to improve learning outcomes, enhance motivation, and foster cognitive engagement among anesthesia students.

BMC Medical Education
Shahid Sadoughi University of Medical Sciences and Health Services (IR), Tehran University of Medical Sciences (IR), Babol University of Medical Sciences (IR)
Openalex Percentile: Top 34%
Educational Games and Gamification
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