Evidence map›Paper›PMID 42471856›Full record

ReviewAdvances in medical education and practice2026

Integrating Artificial Intelligence with Gamification in Medical Education: A Pedagogically Grounded Framework and Critical Review.

Ambadasu Bharatha, Nkemcho Ojeh, Michael H Campbell, Kandamaran Krishnamurthy, Vijay Prasad Sangishetti, Lalitha Bhuvanagiri, Subir Gupta, Sayeeda Rahman, Sudharshan Reddy, Md Anwarul Azim Majumder

Abstract readReview
In one paragraph

Review in Advances in medical education and practice, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

10 authors.

Ambadasu BharathaDepartment of Preclinical Sciences, Faculty of Medical Sciences, University of the West Indies, Bridgetown, Barbados.ORCID 0000-0003-0287-3959
Nkemcho OjehDepartment of Preclinical Sciences, Faculty of Medical Sciences, University of the West Indies, Bridgetown, Barbados.ORCID 0000-0002-2507-2209
Michael H CampbellDepartment of Clinical Sciences, Faculty of Medical Sciences, University of the West Indies, Bridgetown, Barbados.ORCID 0000-0002-5927-2612
Kandamaran KrishnamurthyDepartment of Clinical Sciences, Faculty of Medical Sciences, University of the West Indies, Bridgetown, Barbados.ORCID 0000-0001-5592-7020
Vijay Prasad SangishettiDepartment of Pharmacology, SRVS Govt Medical College, Shivpuri, MP, India.ORCID 0000-0003-0088-4654
Lalitha BhuvanagiriTRR Institute of Medical Sciences, Patancheru, Hyderabad, India.ORCID 0009-0007-8437-5318
Subir GuptaDepartment of Preclinical Sciences, Faculty of Medical Sciences, University of the West Indies, Bridgetown, Barbados.ORCID 0000-0002-0512-6652
Sayeeda RahmanDepartment of Pharmacology, Bridgetown International University School of Medicine, Bridgetown, Barbados.ORCID 0000-0002-7005-8801
Sudharshan ReddyDepartment of Pharmacology, Shri BM Patil Medical College Hospital and Research Centre BLDE (DU), Vijayapura, KA, India.ORCID 0000-0002-9490-6967
Md Anwarul Azim MajumderDepartment of Clinical Sciences, Bridgetown International University School of Medicine, Bridgetown, Barbados.ORCID 0000-0003-3398-8695

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Digital learning technologies have transformed medical education, with artificial intelligence (AI) and gamification emerging as two of the most active areas of innovation. While each has demonstrated value independently, their integration offers distinctive potential to personalise learning, sustain engagement, and produce durable educational outcomes. Yet the convergence remains empirically disjointed and theoretically underdeveloped. This pedagogically grounded critical review synthesises the evidence at the crossroads of AI and gamification in medical and health professional education, drawing on randomised trials, scoping reviews, meta-analyses, and case studies from PubMed, DOAJ, ERIC, and Web of Science. We propose an operational definition of AI-enhanced gamification and introduce an integration matrix linking five AI methods (reinforcement learning, Bayesian learner modelling, natural language processing, computer vision, recommender systems) to specific gamification elements and to learning mechanisms grounded in Self-Determination Theory, Flow Theory, constructivism, Vygotsky's Zone of Proximal Development, connectivism, the TPACK model, and the Behaviour Change Technique taxonomy. We map applications across health literacy, mental health psychoeducation, rehabilitation, and medical education, supported by ten real-world examples. We identify challenges in theoretical grounding, outcome measurement, validation, algorithmic bias, reproducibility, equity, and regulation, and close with a prioritised, feasibility-tagged research agenda for advancing AI-enhanced gamification as a credible digital learning innovation in medical education.

Indexed as

adaptive learningartificial intelligencedigital learning innovationeducational technologygamificationinstructional designmedical educationpersonalised learningTPACK

Identifiers

PMID42471856
PMCPMC13380250

What Socratic holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.