Original article / research
Student Perceptions of a Non-digital Gamified Student-generated MCQ Strategy in Undergraduate Physiotherapy Education: An Exploratory Mixed-methods Study
IC11-IC14
Correspondence
Dr. Pooja Motar Sublok,
Assistant Professor, Department of Neuro-Physiotherapy, KLE College of Physiotherapy, KLE University, Prerana PU Residential Campus, Kotagondhunshi, Hubballi-580028, Karnataka, India.
E-mail: drpooja22@kledeemeduniversity.edu.in
Introduction: Traditional lecture-based teaching methods often struggle to maintain student engagement, especially in the context of decreasing student attention spans. Innovative, active-learning strategies are needed to address these challenges. Gamification is one such strategy that can enhance student engagement. Limited evidence exists in physiotherapy education regarding gamified student-generated Multiple Choice Question (MCQ) strategies.
Aim: To evaluate undergraduate physiotherapy students’ perception of a non digital gamified MCQ-based teaching-learning strategy.
Materials and Methods: The present exploratory mixed-method study was conducted at KLE College of Physiotherapy, Hubballi, Karnataka, India, from July 2025 to November 2025. Fifty undergraduate third-year physiotherapy students participated voluntarily through convenience sampling in a single classroom session. The session began with a traditional lecture, followed by an assignment where students generated MCQs based on the taught topic. Students were divided into two groups of twenty-five each to facilitate participation in the gamified, competitive MCQ quiz session, moderated by the subject expert. Quantitative feedback was collected using a five-point Likert scale and analysed using descriptive statistics and the Mann-Whitney U test. Qualitative data from open-ended questions were analysed thematically. Statistical analysis was performed using Statistical Package for Social Sciences version 30.
Results: A total of 85-95% of students reported improved engagement and perceived learning. No objective learning outcomes were measured. While 65% felt confident about the topic post-session, only 50% agreed that referencing textbooks improved learning. Qualitative feedback highlighted increased critical thinking, collaboration, and enjoyment, though some students noted challenges in time management and MCQ quality. No significant differences were found between groups for any of the ten items, indicating broad applicability.
Conclusion: The present study shows that a non digital, student-generated MCQ gamification approach is feasible and well accepted, with high engagement and perceived learning. However, its effect on knowledge gain and retention remains unclear due to the absence of objective measures and a controlled design. Future studies should include MCQ training, objective assessments, and longitudinal designs to confirm its impact.