Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000–2025) - Scorecard - MDSpire

Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000–2025)

  • By

  • Azhar T. Rahma

  • Reem AlSheryani

  • Noon Hatim Khalid Alrabee

  • Ahmed Alderei

  • Alnawa Alharthi

  • Asma Alshebli

  • Fatima Alriyami

  • Sara Alzaabi

  • Gamila Ahmed

  • Falah Mohammed AlMarzooqi

  • Saif Al-Shamsi

  • July 7, 2026

  • 0 min

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Clinical Scorecard: Exploring Gamification in Education for Genetics, Genomics, and Pharmacogenomics: A Bibliometric Study of Research Trends, Collaborations, and Key Themes (2000–2025)

At a Glance

CategoryDetail
ConditionGamification in Genetics, Genomics, and Pharmacogenomics Education
Key MechanismsUse of game-based elements to enhance learning experiences
Target PopulationHuman learners in educational settings
Care SettingHealth and science education

Key Highlights

  • Increased publication growth in gamification research after 2015
  • Dominance of high-income countries in research output
  • Emphasis on student engagement and interactive learning
  • Limited studies on long-term learning outcomes
  • Emerging interest in pharmacogenomics education

Guideline-Based Recommendations

Diagnosis

    Management

      Monitoring & Follow-up

        Risks

          Patient & Prescribing Data

          Clinical Best Practices

          • Utilize gamification to improve motivation and engagement in learning
          • Incorporate interactive strategies to enhance conceptual understanding
          • Focus on case-based and simulation-based education in pharmacogenomics

          Related Resources & Content

          Original Source(s)

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