# RheumQuest: A Gamified Approach to Musculoskeletal Education

**Authors:** Rob A. Yates, Katherine E. Twist, Brian P. Higgins

PMC · DOI: 10.15766/mep_2374-8265.11587 · MedEdPORTAL : the Journal of Teaching and Learning Resources · 2026-03-25

## TL;DR

RheumQuest is a board game that helps medical students learn about musculoskeletal conditions through a fun and competitive session.

## Contribution

A gamified, competitive board game is introduced to improve medical students' knowledge and confidence in musculoskeletal education.

## Key findings

- Student knowledge scores increased by an average of 0.36 points after the session.
- Confidence in pharmacology, diagnosis, and management improved significantly post session.
- Students expressed high satisfaction and positive feedback about the game.

## Abstract

In response to challenges in musculoskeletal education, we developed RheumQuest, a flashcard-style board game designed to reinforce application of clinical presentations to diagnosis and initial management for medical students. This approach seeks to address gaps in traditional teaching methods, offering a dynamic and effective tool for medical students in musculoskeletal education.

RheumQuest was implemented as a required, formative 1-hour session during the internal medicine clerkship. In this hour-long activity, third-year medical students participated in a competitive small-group session, utilizing a game board and flashcard-style playing cards. Teams advanced by answering questions correctly, with the first team reaching the board's end declared the winner. Pre- and postsession surveys, along with a multiple-choice test, assessed the effectiveness of the intervention on student confidence and knowledge acquisition.

A total of 125 students participated in this educational innovation, with all 125 participants completing both surveys (response rate 100%). Medical knowledge scores (maximum 10 points per block) increased by an average of 0.36 points, from a mean score of 7.47 presession to 7.82 post session (p = .009). Confidence in pharmacology, diagnosis, and management all improved post session (each p < .001). Students expressed high satisfaction through a qualitative analysis, as indicated by positive ratings and an opportunity for written feedback.

This educational game successfully enhanced student knowledge and confidence in musculoskeletal diagnosis, pharmacology, and management during an engaging session. This intervention is cost-effective, scalable, easily replicable, and readily implementable in other institutions.

## Full-text entities

- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## References

20 references — full list in the complete paper: https://tomesphere.com/paper/PMC13013083/full.md

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Source: https://tomesphere.com/paper/PMC13013083