Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000–2025) - Takeaways - 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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  • 1

    Gamification enhances learning experiences in genetics, genomics, and pharmacogenomics by improving motivation, engagement, and skill development.

  • 2

    A bibliometric analysis identified 112 peer-reviewed studies on gamified educational interventions in genetics and pharmacogenomics from 2000 to 2025.

  • 3

    Research activity in gamification education increased significantly after 2015, primarily from institutions in high-income countries.

  • 4

    Thematic analysis highlighted student engagement, interactive learning, and digital tools, with limited focus on long-term learning outcomes.

  • 5

    The study underscores the need for further research on gamification's application in genomic education, especially in low- and middle-income regions.

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