Gamification in Medical Education

Experience Report from the Skills and Attitudes Tutoring Program

Authors

  • Vanessa Maranhão Alves Leal
  • Maria Alice Fernandes Ferro
  • Maria Luíza Bernardino de Lima
  • Pedro Marlon Ferreira de Sousa

Keywords:

Gamification, Medical Education, Academic Tutoring, Active Methodologies

Abstract

This experience report describes the implementation of gamification as a didactic-pedagogical strategy in the tutoring of the Medical Skills and Attitudes III course at a private medical school in Northeastern Brazil. The activity was developed by student tutors and faculty with third-semester students through a clinical quiz game using playful and technological resources to review content related to medical semiology, communication, ethics, and humanization. The results demonstrated increased student engagement, enhanced clinical reasoning, teamwork skills, and development of teaching competencies among the tutors. The activity proved effective in promoting meaningful and collaborative learning. This report reinforces the potential of gamification as an innovative resource in medical education, especially when associated with academic tutoring, and highlights the need for further studies on its applicability in diverse educational contexts.

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Published

2026-02-01

How to Cite

Leal, V. M. A., Ferro, M. A. F., Lima, M. L. B. de, & Sousa, P. M. F. de. (2026). Gamification in Medical Education: Experience Report from the Skills and Attitudes Tutoring Program. Revista De Divulgação Científica Sena Aires, 15(Esp.1), 105–109. Retrieved from https://rdcsa.emnuvens.com.br/revista/article/view/1053