Journal of Clinical and Diagnostic Research, ISSN - 0973 - 709X

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MBBS, MD (Pathology),
Sanjay Gandhi institute of trauma and orthopedics,
Bengaluru.
On Aug 2018




Dr. Mamta Gupta,
"It gives me great pleasure to be associated with JCDR, since last 2-3 years. Since then I have authored, co-authored and reviewed about 25 articles in JCDR. I thank JCDR for giving me an opportunity to improve my own skills as an author and a reviewer.
It 's a multispecialty journal, publishing high quality articles. It gives a platform to the authors to publish their research work which can be available for everyone across the globe to read. The best thing about JCDR is that the full articles of all medical specialties are available as pdf/html for reading free of cost or without institutional subscription, which is not there for other journals. For those who have problem in writing manuscript or do statistical work, JCDR comes for their rescue.
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Reviewing articles is no less a pain staking process and requires in depth perception, knowledge about the topic for review. It requires time and concentration, yet I enjoy doing it. The JCDR website especially for the reviewers is quite user friendly. My suggestions for improving the journal is, more strict review process, so that only high quality articles are published. I find a a good number of articles in Obst. Gynae, hence, a new journal for this specialty titled JCDR-OG can be started. May be a bimonthly or quarterly publication to begin with. Only selected articles should find a place in it.
An yearly reward for the best article authored can also incentivize the authors. Though the process of finding the best article will be not be very easy. I do not know how reviewing process can be improved. If an article is being reviewed by two reviewers, then opinion of one can be communicated to the other or the final opinion of the editor can be communicated to the reviewer if requested for. This will help one’s reviewing skills.
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Dr. Mamta Gupta
Consultant
(Ex HOD Obs &Gynae, Hindu Rao Hospital and associated NDMC Medical College, Delhi)
Aug 2018




Dr. Rajendra Kumar Ghritlaharey

"I wish to thank Dr. Hemant Jain, Editor-in-Chief Journal of Clinical and Diagnostic Research (JCDR), for asking me to write up few words.
Writing is the representation of language in a textual medium i e; into the words and sentences on paper. Quality medical manuscript writing in particular, demands not only a high-quality research, but also requires accurate and concise communication of findings and conclusions, with adherence to particular journal guidelines. In medical field whether working in teaching, private, or in corporate institution, everyone wants to excel in his / her own field and get recognised by making manuscripts publication.


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Salient features of the JCDR: It is a biomedical, multidisciplinary (including all medical and dental specialities), e-journal, with wide scope and extensive author support. At the same time, a free text of manuscript is available in HTML and PDF format. There is fast growing authorship and readership with JCDR as this can be judged by the number of articles published in it i e; in Feb 2007 of its first issue, it contained 5 articles only, and now in its recent volume published in April 2011, it contained 67 manuscripts. This e-journal is fulfilling the commitments and objectives sincerely, (as stated by Editor-in-chief in his preface to first edition) i e; to encourage physicians through the internet, especially from the developing countries who witness a spectrum of disease and acquire a wealth of knowledge to publish their experiences to benefit the medical community in patients care. I also feel that many of us have work of substance, newer ideas, adequate clinical materials but poor in medical writing and hesitation to submit the work and need help. JCDR provides authors help in this regards.
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Every one of us: authors, reviewers, editors, and publisher are responsible for enhancing the stature of the journal. I wish for a great success for JCDR."



Thanking you
With sincere regards
Dr. Rajendra Kumar Ghritlaharey, M.S., M. Ch., FAIS
Associate Professor,
Department of Paediatric Surgery, Gandhi Medical College & Associated
Kamla Nehru & Hamidia Hospitals Bhopal, Madhya Pradesh 462 001 (India)
E-mail: drrajendrak1@rediffmail.com
On May 11,2011




Dr. Shankar P.R.

"On looking back through my Gmail archives after being requested by the journal to write a short editorial about my experiences of publishing with the Journal of Clinical and Diagnostic Research (JCDR), I came across an e-mail from Dr. Hemant Jain, Editor, in March 2007, which introduced the new electronic journal. The main features of the journal which were outlined in the e-mail were extensive author support, cash rewards, the peer review process, and other salient features of the journal.
Over a span of over four years, we (I and my colleagues) have published around 25 articles in the journal. In this editorial, I plan to briefly discuss my experiences of publishing with JCDR and the strengths of the journal and to finally address the areas for improvement.
My experiences of publishing with JCDR: Overall, my experiences of publishing withJCDR have been positive. The best point about the journal is that it responds to queries from the author. This may seem to be simple and not too much to ask for, but unfortunately, many journals in the subcontinent and from many developing countries do not respond or they respond with a long delay to the queries from the authors 1. The reasons could be many, including lack of optimal secretarial and other support. Another problem with many journals is the slowness of the review process. Editorial processing and peer review can take anywhere between a year to two years with some journals. Also, some journals do not keep the contributors informed about the progress of the review process. Due to the long review process, the articles can lose their relevance and topicality. A major benefit with JCDR is the timeliness and promptness of its response. In Dr Jain's e-mail which was sent to me in 2007, before the introduction of the Pre-publishing system, he had stated that he had received my submission and that he would get back to me within seven days and he did!
Most of the manuscripts are published within 3 to 4 months of their submission if they are found to be suitable after the review process. JCDR is published bimonthly and the accepted articles were usually published in the next issue. Recently, due to the increased volume of the submissions, the review process has become slower and it ?? Section can take from 4 to 6 months for the articles to be reviewed. The journal has an extensive author support system and it has recently introduced a paid expedited review process. The journal also mentions the average time for processing the manuscript under different submission systems - regular submission and expedited review.
Strengths of the journal: The journal has an online first facility in which the accepted manuscripts may be published on the website before being included in a regular issue of the journal. This cuts down the time between their acceptance and the publication. The journal is indexed in many databases, though not in PubMed. The editorial board should now take steps to index the journal in PubMed. The journal has a system of notifying readers through e-mail when a new issue is released. Also, the articles are available in both the HTML and the PDF formats. I especially like the new and colorful page format of the journal. Also, the access statistics of the articles are available. The prepublication and the manuscript tracking system are also helpful for the authors.
Areas for improvement: In certain cases, I felt that the peer review process of the manuscripts was not up to international standards and that it should be strengthened. Also, the number of manuscripts in an issue is high and it may be difficult for readers to go through all of them. The journal can consider tightening of the peer review process and increasing the quality standards for the acceptance of the manuscripts. I faced occasional problems with the online manuscript submission (Pre-publishing) system, which have to be addressed.
Overall, the publishing process with JCDR has been smooth, quick and relatively hassle free and I can recommend other authors to consider the journal as an outlet for their work."



Dr. P. Ravi Shankar
KIST Medical College, P.O. Box 14142, Kathmandu, Nepal.
E-mail: ravi.dr.shankar@gmail.com
On April 2011
Anuradha

Dear team JCDR, I would like to thank you for the very professional and polite service provided by everyone at JCDR. While i have been in the field of writing and editing for sometime, this has been my first attempt in publishing a scientific paper.Thank you for hand-holding me through the process.


Dr. Anuradha
E-mail: anuradha2nittur@gmail.com
On Jan 2020

Important Notice

Original article / research
Year : 2026 | Month : September | Volume : 20 | Issue : 9 | Page : IC11 - IC14 Full Version

Student Perceptions of a Non-digital Gamified Student-generated MCQ Strategy in Undergraduate Physiotherapy Education: An Exploratory Mixed-methods Study


Published: September 1, 2026 | DOI: https://doi.org/10.7860/JCDR/2026/86059.24299
Veena Anil Bembalgi, Mrunali Kerkar, Pooja Motar Sublok

1. Professor and Head, Department of Cardiorespiratory Physiotherapy, KLE College of Physiotherapy, KLE University, Hubballi, Karnataka, India. 2. Assistant Professor, Department of Cardiorespiratory Physiotherapy, KLE College of Physiotherapy, KLE University, Hubballi, Karnataka, India. 3. Assistant Professor, Department of Neuro-Physiotherapy, KLE College of Physiotherapy, KLE University, Hubballi, Karnataka, India.

Correspondence Address :
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

Abstract

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.

Keywords

Innovative learning, Multiple choice questions, Student engagement, Teaching-learning methods

Teaching and learning are dynamic processes. The effectiveness of these processes is greatly influenced by the attention span of learners, as sustained focus is crucial for absorbing new information. Students today experience significantly shorter attention spans (1),(2). Research suggests that teaching strategies incorporating active learning and periodic shifts in attention can enhance learning outcomes by aligning with students’ attention and cognitive capabilities (3). Therefore, there is a need for educators to adapt their teaching methods to keep students engaged. Traditional classroom teaching often relies heavily on lectures and teacher-led discussions, which may inadvertently limit student engagement and critical thinking (4). As educational institutions grapple with such challenges, there is an imperative need to develop innovative, scalable, and effective teaching strategies.

Gamification has emerged as a promising pedagogical approach to enhance engagement and motivation among learners. A review article on gamification has primarily focused on digital strategies such as Kahoot-based quizzes and escape room-style puzzles (5). However, in contrast to these digital approaches, the present study utilises a non digital, interactive quiz format without technological support. Non digital gamification is particularly valuable in promoting direct student interaction, collaborative learning, and active participation, rather than passive digital involvement. Furthermore, the process of student-generated Multiple-Choice Questions (MCQ) encourages higher-order thinking, as it engages learners at the highest levels of Bloom’s taxonomy, including analysis, evaluation, and creation (6).

The present study proposed a teaching-learning method integrating non digital gamification with student-generated MCQs. The study aimed to assess its perceived effectiveness based on student perceptions. To the best of knowledge, such a combined approach has not been explored in physiotherapy education within the Indian context.

Material and Methods

The present exploratory mixed-method post-intervention study was conducted in which both quantitative and qualitative approaches were combined to comprehensively evaluate the perceived effectiveness of the teaching-learning method. The study was conducted at KLE College of Physiotherapy, Hubballi, Karnataka, India, from July 2025 to November 2025. The Quantitative data were collected through a structured, researcher-developed feedback questionnaire. The responses marked on a Likert scale were converted to numerical scores, while qualitative data were gathered through open-ended questions, which captured students’ perceptions and experiences. The study was carried out after receiving approval from the Institutional Ethics Committee (Ref No: JGMMMC/IEC/111/2025) from KLE JGMM Medical College, Hubballi, Karnataka.

Sample size: The sample size was estimated at 50, with assignment of students into two groups (A and B) with 25 students in each group. A pragmatic sample size of 50 students was used, corresponding to the available cohort of third-year physiotherapy students during the study period, aligning with recommendations by Besekar S et al., (2024) that studies on novel educational interventions typically require about 24-30 participants per group to balance statistical power, feasibility, and methodological rigour (7).

Inclusion and Exclusion criteria: The study included all third-year BPT students who were invited to participate in the study, and all 50 consented. Students who were unwilling to participate, absent during the theory class, or absent on the day of the study were excluded.

Study Procedure

Traditional teaching: The topic pulmonary rehabilitation was delivered using standard lecture-based instruction, including slides and blackboard explanations, lasting approximately 45 minutes.

MCQ generation: Each student was instructed to create two MCQs based on the taught topic, with reference to at least one textbook, and to submit them after two days. These MCQs were then standardised and reviewed by faculty, enabling the teacher to moderate and select one appropriate question per student for use in the quiz session.

Group division: Students were allocated into two subgroups of 25 each (Group A and Group B) using an alternate sequential allocation method, wherein alternate students were assigned sequentially to group. Although students were divided into two subgroups for participation in the gamified activity, both groups received the same intervention.

Gamification session: One student from Group A posed one of their MCQs orally to Group B, who discussed and provided a collective answer. Correct answers earned one point; incorrect answers earned none. Immediate verbal feedback was provided after each response. A student from Group B then posed an MCQ to Group A. The process alternated until all students had presented one MCQ each (50 questions total). The teacher moderated and verified answers by cross-checking the responses with the predetermined correct answers of the student-generated MCQs and confirming their accuracy based on subject expertise before assigning scores on a blackboard.

Outcome: Group scores were recorded during the activity.

Feedback: Post-session, a researcher-developed feedback survey was shared with the students digitally, which collected anonymous feedback on enjoyment, perceived effectiveness, challenges in MCQ creation, engagement with reference materials, and desire for regular implementation. The feedback questionnaire had questions to be answered on a Likert scale as well as open-ended questions. The data were collected digitally immediately by the teacher post-session.

STATISTICAL ANALYSIS

Statistical analysis included calculating frequencies and descriptive statistics for responses. As students participated in two operational subgroups during the activity, the Mann-Whitney U test was used only to evaluate consistency of response patterns between subgroups (A and B) rather than intervention effects. The qualitative data underwent thematic analysis. 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. The quantitative data were analysed using SPSS software version 30.0.0.

Results

Highest agreement was noted in the responses for teacher moderation (96%), gamification (90%), MCQ creation (90%), reinforcement of knowledge (90%), and need for similar sessions (90%). 90% of students agreed or strongly agreed that the session was engaging, helpful, and promoted learning. Only 50% agreed that referencing textbooks improved learning. 65% of students felt confident about the topic after the session. The data revealed mean scores greater than 4.2 for most items with minimal variation (SD≤ 0.6), highlighting a steady pattern of favourable feedback (Table/Fig 1).
As both subgroups participated in the same session, the Mann-Whitney U test was used solely to assess consistency of responses.

No statistically significant differences were observed between subgroups for any item (all p>0.05), indicating uniformity of perceptions across the cohort (Table/Fig 2).

Students described the session as fun and interactive (n=30). Many students (n=30) valued creating their own MCQs and learning through group discussion as part of the interactive session. Thirty-eight students felt that MCQ creation promoted critical thinking and self-learning. Twenty students experienced challenges related to time management or question quality. Twenty-three students expressed reservations regarding textbook referencing (Table/Fig 3).

Discussion

The present study explored student perceptions of a non digital gamified, student-generated MCQ approach in undergraduate physiotherapy education. The findings demonstrate consistently high levels of engagement, perceived learning, and satisfaction among students, with 85-96% reporting positive experiences across most domains. However, these findings must be interpreted cautiously, as the study did not include objective measures of learning outcomes.

The high levels of engagement observed in this study are consistent with existing literature on gamification, which highlights its ability to enhance motivation, participation, and classroom interaction (8),(9). Gamified strategies, especially those involving competition and collaboration, are known to stimulate active involvement and sustain attention (5),(10). However, the relatively lower mean score for the item “competitive element motivated participation” (3.96) indicates that competition was not the primary factor driving engagement in this study. This may be due to the activity design, which placed greater emphasis on collaboration and group discussion, thereby reducing the influence of competition. Additionally, differences in student preferences, with some learners being less motivated by competitive settings, may have contributed to this outcome. These findings suggest that the impact of competition may vary depending on the learning context and its integration with cooperative elements.

In the present study, the combination of peer interaction, competition, and instructor moderation likely contributed to the positive perceptions reported by students. Additionally, the process of generating MCQs may have promoted higher-order cognitive processes such as analysis and evaluation, as suggested by prior work on Bloom’s taxonomy (6).

A notable aspect of the present study is that students did not receive formal training in MCQ construction prior to the activity. Nevertheless, the high proportion of positive responses regarding MCQ creation (90%) indicates that students were able to engage effectively with the task even without prior training. This may reflect the intuitive nature of MCQ-based learning and students’ existing familiarity with such assessment formats. Similar findings have been reported by Yu FY and Cheng WW (2022), who demonstrated that student-generated questions facilitate deeper cognitive processing and enhance conceptual understanding (11).

Importantly, faculty moderation and validation of the student-generated MCQs before their use likely ensured accuracy and appropriateness, thereby preserving the educational integrity of the activity. Such oversight may have reduced issues related to ambiguous or poorly constructed questions, although some students still identified this as a challenge. These observations suggest that while formal training in MCQ writing could further improve the quality of student-generated content, faculty supervision remains a crucial safeguard when implementing such approaches in classroom settings. In line with this, Papadopoulos C et al., reported that although student-generated content is beneficial, appropriate scaffolding remains essential in similar student-centered learning strategies to ensure content quality and manage cognitive load (12). In the present study, teacher moderation also facilitated discussions, clarified ambiguities, and maintained the flow of the session, likely enhancing student confidence, engagement, and perceived learning. These findings highlight the critical role of active faculty involvement in student-generated and gamified learning strategies.

Although students reported improved understanding and reinforcement of knowledge, only 65% expressed increased confidence, despite high engagement levels (90%). This difference may be attributed to the nature of the activity, which emphasised active participation, peer discussion, and higher-order thinking rather than objective assessment of learning. The process of generating and answering MCQs may have also made students more aware of gaps in their understanding, thereby affecting their confidence. Additionally, the absence of formal evaluation may have limited their ability to accurately judge their competence. Incorporating formative assessments in future implementations may help bridge this gap. As no objective measures of knowledge gain or retention were included, conclusions regarding academic performance cannot be drawn. Consistent with previous studies, increased engagement and enjoyment do not necessarily translate into improved learning outcomes or long-term retention (13),(14),(15).

The current study also identified important challenges. Referencing textbooks scored lowest (3.6±0.92), suggesting students found this step cumbersome or unclear. The effectiveness of textbooks as a resource depends on their accessibility and how intuitively students can use them. This result likely indicates variation in how students approached the task, with some using textbooks actively and others relying on prior knowledge or peer discussion rather than additional time for study. The challenges reported with textbook referencing may have affected the quality of learning, as difficulty in locating relevant information and uncertainty in using references could limit deeper engagement with core concepts. If students find textbooks difficult to navigate or not directly relevant to the active task, their engagement and satisfaction decrease (16). The findings suggest a need for clearer instructions or better integration of textbook use within the activity. When students understand how and why to use a resource, and when it is directly tied to their learning goals, engagement improves (17).

Since students were aware they were participating in a study, a Hawthorne effect cannot be completely excluded. However, the session was conducted as a regular classroom activity, without highlighting any expected outcomes, and feedback was collected anonymously. These measures likely reduced any change in student behaviour, although this remains a common limitation in perception-based educational studies.

An important methodological consideration is that both groups in this study participated in the same session, and therefore, the lack of statistically significant differences between Group A and Group B reflects consistency of student perceptions rather than comparative effectiveness. This further reinforces the exploratory nature of the study.

The findings of this study have educational significance, as the approach may enhance student learning while providing a simple and active learning strategy that can be effectively integrated with traditional teaching methods.

Overall, the findings suggest that non digital gamification combined with student-generated MCQs is a feasible and well-accepted teaching strategy that enhances engagement and promotes active participation. However, its impact on objective learning outcomes remains uncertain. Also, non digital gamification strategies may be particularly useful in low-resource educational settings where technological infrastructure or digital accessibility is limited. Future studies should incorporate structured training in MCQ construction, controlled study designs, pre- and post-intervention assessments, and evaluation of long-term knowledge retention to establish its true educational effectiveness.

Limitation(s)

The present study has a few limitations. It was conducted at a single institution with a relatively small sample size, which may limit the generalisability of the findings. Also, the study did not include a control group or independent comparison groups, preventing evaluation of intervention effectiveness. As the study was based on students’ perceptions of the teaching-learning methodology, no objective measures of learning outcomes (such as pre- and post-tests or long-term retention assessments) were included; future studies should incorporate these to provide a more comprehensive evaluation. The study evaluated only a single session, limiting insights into sustained impact or long-term educational benefits.

Conclusion

The present study demonstrated that a non digital gamified, student-generated MCQ approach is a feasible and well-accepted teaching-learning strategy in undergraduate physiotherapy education. The method was associated with high levels of student engagement, perceived learning, and active participation. However, due to the absence of objective outcome measures and a controlled study design, its effectiveness in improving knowledge acquisition and retention remains uncertain. Future research should incorporate structured training in MCQ development, objective assessment methods, and controlled longitudinal designs to establish the true educational impact of this approach.

References

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DOI and Others

DOI: 10.7860/JCDR/2026/86059.24299

Date of Submission: Dec 24, 2025
Date of Peer Review: Mar 17, 2026
Date of Acceptance: May 26, 2026
Date of Publishing: Sep 01, 2026

AUTHOR DECLARATION:
• Financial or Other Competing Interests: None
• Was Ethics Committee Approval obtained for this study? Yes
• Was informed consent obtained from the subjects involved in the study? Yes
• For any images presented appropriate consent has been obtained from the subjects. NA

PLAGIARISM CHECKING METHODS:
• Plagiarism X-checker: Dec 28, 2025
• Manual Googling: May 20, 2026
• iThenticate Software: May 23, 2026 (2%)

ETYMOLOGY: Author Origin

EMENDATIONS: 6

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