Leveraging Longitudinal Gamified Assessment Data to Identify and Resolve Conceptual Thresholds in Undergraduate Anatomy and Physiology
DOI:
https://doi.org/10.55632/pwvas.v98i1.1291Keywords:
Gameification, student engagement, Anatomy, Physiology, Science EducationAbstract
Objective: This study evaluates the efficacy of gamified formative assessment (Kahoot!) [1] in identifying persistent student misconceptions and measuring the impact of data-driven instructional interventions—including weekly study guides, clinical concept mapping, and step-by-step ECG interpretation protocols—across multiple academic terms
Methods: Longitudinal data were collected from weekly quizzes in an undergraduate Human Anatomy and Physiology course. Analysis compared two cohorts: Year 1 (n=56 unique attempts) and Year 2 (n=97 unique attempts). Metrics included mean class accuracy, item-level difficulty, and student engagement (participation reach and response fluency). Statistical significance was determined by using independent samples t-tests.
Results: Overall mastery increased significantly between years. Muscular System accuracy rose from 67.9% to 87.8% (p<0.001), and Blood & Hemostasis rose from 73.3% to 84.4% (p=0.059). Item-level analysis identified "Persistent Red Zones" in complex functional logic (e.g., Aspirin’s mechanism), while targeted interventions for clotting synthesis and muscle organization resulted in mastery gains exceeding 40%. Despite a 173% increase in student participation during Year 2, response speeds remained stable or improved, indicating high scalability and cognitive fluency.
Conclusion: Results indicate that longitudinal tracking [2] of gamified data allows educators to distinguish between stable mastery and "threshold concepts" [3] requiring pedagogical pivot. While general engagement remains high as cohort size increases, specific cognitive traps (e.g., pharmacological mechanisms) persist, suggesting that gamification [4] is most valuable as a real-time diagnostic for refining instructional delivery and resolving deeply rooted misconceptions.
References
Hattie, J., & Timperley, H. (2007). The Power of Feedback. Review of Educational Research, 77(1), 81–112.
Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217–227.
Meyer, J. H. F., & Land, R. (2003). Threshold Concepts and Troublesome Knowledge: Linkages to Ways of Thinking and Practicing within the Disciplines. Occasional Report 4, ETL Project.
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
Downloads
Published
How to Cite
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Proceedings of the West Virginia Academy of Science applies the Creative Commons Attribution-NonCommercial (CC BY-NC) license to works we publish. By virtue of their appearance in this open access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings.
