# Evaluating the impact of “Anatomy Cluedo” on cognitive learning and game mechanics: A pilot gamification study in cranial nerve anatomy

**Authors:** Sarah Khalid, Rehan A Khan, M. Suleman Sadiq Hashmi, Masood Jawaid

PMC · DOI: 10.12669/pjms.42.1.12758 · Pakistan Journal of Medical Sciences · 2026-01-01

## TL;DR

This study shows that the gamified tool 'Anatomy Cluedo' improves learning and engagement in cranial nerve anatomy for medical students.

## Contribution

The study introduces a novel gamification approach for teaching cranial nerve anatomy and identifies key game elements that enhance learning.

## Key findings

- The experimental group using 'Anatomy Cluedo' showed significantly higher cognitive gains compared to the control group.
- Engagement metrics were strongly correlated with improved learning outcomes.
- Game elements like mechanics, feedback, and storytelling were critical for cognitive learning gains.

## Abstract

This study aimed to evaluate the impact of the gamified learning tool “Anatomy Cluedo” on cognitive learning gain and engagement in cranial nerve anatomy among medical students.

The quantitative research study was carried out in the Department of Anatomy, Shalamar Medical and Dental College, Lahore. In this study 40 students were divided into two groups: the experimental group engaged with “Anatomy Cluedo,” while the control group participated in problem-based learning (PBL). Pre-test and post-test assessments, along with engagement metrics measured by the Flow Short Scale (FSS), were analyzed.

The results showed significantly higher cognitive gains in the experimental Group-A (p < 0.001), and strong positive correlations between engagement metrics and learning outcomes (r = 0.78, p < 0.01). Key game elements, such as mechanics, feedback and storytelling, were identified as critical contributors to cognitive learning gains.

This study underscores the potential of gamified tools in enhancing engagement and knowledge retention, providing a foundation for further integration of gamification into medical education curricula.

## Full-text entities

- **Diseases:** Cognitive Learning (MESH:D003072), learning gain (MESH:D007859)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## Figures

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## References

28 references — full list in the complete paper: https://tomesphere.com/paper/PMC12927159/full.md

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Source: https://tomesphere.com/paper/PMC12927159