Gamification in the classroom is gaining traction in universities and is driving educational innovation. In this context, a learning experience based on an educational video game centred on clinical cases was proposed. This study is based on education related to occupational therapy and was implemented in two interrelated courses of the program. The initiative aimed to increase student motivation through the use of an interactive and practical approach, as well as to enhance student learning. A quasi-experimental pre–post study was conducted over three academic years with 120 occupational therapy students enrolled in two related courses. A video game prototype based on clinical case resolution was developed, in which players progress by selecting correct answers and making decisions after viewing feedback videos. The game, available in Spanish and English, records scores and allows simultaneous online participation. Student performance was assessed through pre- and post-tests, and satisfaction was evaluated using a survey. Descriptive and inferential statistical analyses were performed using SPSS version 24 and Microsoft Excel. Significant differences were observed in theoretical and practical knowledge before and after the game, with an overall improvement of 21.84% in test scores. Greater gains were observed in the FAI-D subject compared to FAI-MP. Very few students chose to play the English version. The video game was positively evaluated in terms of interest and usefulness for learning, especially in anatomy, where it had a notable effect on knowledge improvement. The gamified clinical case video game appears to be a useful complementary educational tool associated with improved learning outcomes and student motivation in occupational therapy education.
Dugnol-Menéndez et al. (Mon,) studied this question.