Leveraging Longitudinal Gamified Assessment Data to Identify and Resolve Conceptual Thresholds in Undergraduate Anatomy and Physiology

Authors

DOI:

https://doi.org/10.55632/pwvas.v98i1.1291

Keywords:

Gameification, student engagement, Anatomy, Physiology, Science Education

Abstract

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.

Author Biography

Naresh Ramesh, West Virginia University Institute of Technology

Naresh Ramesh Ph.D. (He, Him, His)

Assistant Professor, Biology

Department of Biology

Leonard C. Nelson College of Engineering and Science

West Virginia University Institute of Technology

410 Neville Street

Beckley, WV 25801

 

Office phone: 304-929-1223

Office Location: Life Science 119B

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.

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Published

2026-04-08

How to Cite

Ramesh, N., & Patel, V. (2026). Leveraging Longitudinal Gamified Assessment Data to Identify and Resolve Conceptual Thresholds in Undergraduate Anatomy and Physiology. Proceedings of the West Virginia Academy of Science, 98(1). https://doi.org/10.55632/pwvas.v98i1.1291

Issue

Section

Meeting Abstracts-Poster