PulseExploreJournal ClubDebatesTrendingResearchersJournals
Instagram
HomeExploreJournal ClubTrending
Synapse
⌘+K
Synapse
May 27, 2026BMC Medical Education0 citationsOpen Access

Design, development and preliminary usability evaluation of “PhysioMaster”: adaptive gamified assessment tool for neurorehabilitation in undergraduate physiotherapy students

FKFiroozeh KhordastanAZAfsaneh ZeinalzadehAEAli Emadzadeh

Key Points

  • The central aim was to design and evaluate the usability of PhysioMaster, a gamified tool for neurorehabilitation education.
  • Conducted a qualitative, participatory study at Mashhad University of Medical Sciences from 2023-2024.
  • Followed a five-phase development process including exploratory review, needs analysis, content and system development.
  • Utilized a Think-Aloud protocol with seven final-year students to identify usability barriers.
  • Identified specific technical bugs and navigation issues, which were addressed to improve system stability.
  • Confirmed high user acceptance among participants during initial testing.
  • Highlighted the need for further studies to assess potential educational effectiveness and clinical competency.

Abstract

Traditional teaching methods in Neurorehabilitation often struggle to address diverse educational needs, which can lead to reduced student engagement. Gamification offers a promising strategy to enhance motivation and learning outcomes in medical education. This study aimed to design, develop, and perform a preliminary usability evaluation of "PhysioMaster," a gamified educational system tailored for the undergraduate course 'Physiotherapy in Neurological Patients. A qualitative, participatory study was conducted at Mashhad University of Medical Sciences (2023–2024) involving physiotherapy experts and students. The development process followed five phases: exploratory review, needs analysis via focus group discussions, data integration, content development, and system development. Qualitative data were analyzed using a thematic analysis approach. The formative assessment utilized a Think-Aloud protocol involving seven final-year students to identify functional and design-related barriers through qualitative observation. PhysioMaster was developed as a Progressive Web App (PWA) featuring distinct educator and student panels. The system integrates clinical scenarios with gamification elements, including points, leaderboards, avatars, and an adaptive mastery-learning system that targets individual knowledge gaps. Initial testing revealed specific technical bugs and interface challenges—such as navigation difficulties and layout clutter—which were systematically resolved to ensure system stability. This study demonstrates the successful development and initial feasibility of PhysioMaster as a gamified tool for neurorehabilitation education. While the findings confirmed high user acceptance, this formative phase prioritized functional potential over the direct measurement of learning outcomes. Further interventional research is required to rigorously assess the system's actual impact on educational effectiveness and clinical competency.

Ask AI
Helpful
Bookmark
Share
View Full Paper

Cite This Study

Khordastan et al. (2026) studied this question.

synapsesocial.com/papers/6a168b040c924ddd1bd59c71https://doi.org/10.1186/s12909-026-09501-3
Ask AI
Helpful
Bookmark
Share
View Full Paper

Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1The effectiveness of case-based learning in health professional education. A BEME systematic review: BEME Guide No. 232012 · 1,253 citations
  2. 2Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology2015 · 108 citations
  3. 3The validation of a serious game for teaching ultrasound skills2022 · 17 citations
  4. 4Importance of Gamification in Increasing Learning2016 · 157 citations
  5. 5Visualization of the human eye2018 · 1 citations