Short-term knowledge gains following passive, active, and gamified instruction in medical microbiology and immunology: a repeated-measures study

Medical education has historically relied on lecture-centric models despite evidence supporting learner-centered approaches. However, direct comparisons of Passive, Active, and Gamified instruction within the same student cohort remain limited in podiatric medical education. I compared these three instructional methods in a first-year podiatric Medical Microbiology and Immunology course. A total of 54 first-year podiatric medical students participated in a within-subjects repeated-measures study comparing Passive, Active, and Gamified instructional methods across six unique content sessions. Short-term knowledge gains were assessed using pre- and post-session quizzes. Complete-case data from 43 students were analyzed using repeated-measures ANOVA. From the complete-case analysis ( N = 43), Active learning was associated with the highest mean quiz-score gain (1.64), followed by Passive (0.98) and Gamified instruction (0.65). A one-way repeated-measures ANOVA identified significant differences in short-term knowledge gains across instructional conditions, F(2, 84) = 10.16, p < 0.001, partial eta squared = 0.20. Pairwise comparisons showed greater short-term knowledge gains during Active learning than during Gamified ( p < 0.001) and Passive instruction ( p = 0.012), with no statistically significant difference between Passive and Gamified instruction ( p = 0.447). In this cohort, Active learning was associated with greater short-term quiz-score gains than Passive or Gamified instruction. These findings support further evaluation of structured Active learning approaches in podiatric medical education.

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Journal
BMC Medical Education
Published
2026-08-25
DOI
https://doi.org/10.1186/s12909-026-10222-w
Primary Topic
Educational Games and Gamification
Type
article
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Short-term knowledge gains following passive, active, and gamified instruction in medical microbiology and immunology: a repeated-measures study

Mark Dalman
BMC Medical Education
Educational Games and Gamification
article

Short-term knowledge gains following passive, active, and gamified instruction in medical microbiology and immunology: a repeated-measures study

Mark Dalman
article en

Abstract

Medical education has historically relied on lecture-centric models despite evidence supporting learner-centered approaches. However, direct comparisons of Passive, Active, and Gamified instruction within the same student cohort remain limited in podiatric medical education. I compared these three instructional methods in a first-year podiatric Medical Microbiology and Immunology course. A total of 54 first-year podiatric medical students participated in a within-subjects repeated-measures study comparing Passive, Active, and Gamified instructional methods across six unique content sessions. Short-term knowledge gains were assessed using pre- and post-session quizzes. Complete-case data from 43 students were analyzed using repeated-measures ANOVA. From the complete-case analysis ( N = 43), Active learning was associated with the highest mean quiz-score gain (1.64), followed by Passive (0.98) and Gamified instruction (0.65). A one-way repeated-measures ANOVA identified significant differences in short-term knowledge gains across instructional conditions, F(2, 84) = 10.16, p < 0.001, partial eta squared = 0.20. Pairwise comparisons showed greater short-term knowledge gains during Active learning than during Gamified ( p < 0.001) and Passive instruction ( p = 0.012), with no statistically significant difference between Passive and Gamified instruction ( p = 0.447). In this cohort, Active learning was associated with greater short-term quiz-score gains than Passive or Gamified instruction. These findings support further evaluation of structured Active learning approaches in podiatric medical education.

BMC Medical Education
Kent State University (US)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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