BRIEF RESEARCH REPORT article

Front. Educ.

Sec. STEM Education

Volume 10 - 2025 | doi: 10.3389/feduc.2025.1601835

This article is part of the Research TopicImmunology Education: In the Classroom and BeyondView all 3 articles

Who Wants to Be a Millionaire? A Game-Based Approach to Enhancing Engagement and Teamwork in Immunology Education

Provisionally accepted
  • 1School of Biomedical, Nutritional, and Sport Sciences, Faculty of Medical Sciences, Newcastle University, Newcastle upon Tyne, United Kingdom
  • 2School of Pharmacy, Faculty of Medical Sciences, Newcastle University, Newcastle upon Tyne, England, United Kingdom

The final, formatted version of the article will be published soon.

Undergraduate Pharmacy students at Newcastle University reported difficulties with immunology topics, prompting the development of supportive seminar sessions. To determine the optimal teaching strategy, an experimental design was implemented over four academic years (2018–2022). In 2018–2020, half of the cohort participated in immunology seminars structured around open-ended group discussions, while the other half engaged in a competitive, team-based adaptation of Who Wants to Be a Millionaire?. The hypothesis was that the interactive, competitive nature of the game would enhance knowledge retention, student engagement and stimulation to teamwork. Students completed a pre-test (12 MCQs) before the main seminar activity and a post-test (six repeated and six new MCQs) to assess knowledge gain. A feedback form measured student perceptions of engagement and teamwork. In 2020–2022, due to the transition to online teaching, a mixed approach was adopted: all students participated in open-ended group discussions, but the MCQ pre-test and post-test assessments were gamified with a leaderboard. Results showed a statistically significant improvement in pre- to post-test scores across all formats, indicating that both game-based and traditional seminar approaches effectively supported knowledge retention. However, student feedback highlighted greater engagement and a stronger appreciation for teamwork in the game-based format. These findings suggest that game-based learning can enhance student motivation while maintaining learning outcomes achievements, supporting its integration into STEM curricula to promote active participation and teamwork skills.

Keywords: Gamification, immunology, Teamwork, engagement, Active-learning

Received: 28 Mar 2025; Accepted: 21 May 2025.

Copyright: © 2025 Iannetti. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Alessio Iannetti, School of Biomedical, Nutritional, and Sport Sciences, Faculty of Medical Sciences, Newcastle University, Newcastle upon Tyne, United Kingdom

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.