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How Gamified and Interactive Learning Is Transforming Healthcare Training in the UK

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Interactive learning is changing how UK healthcare staff and students train. It’s more engaging, more effective, and backed by data. Here’s why it works.
Untapped
Putting your business in the worlds pocket
Published
May 29, 2025

Gamification isn’t just for fitness apps or language tools anymore. It’s making a serious impact in healthcare, particularly in how staff and students are trained across the UK. From nurses to biomedical science undergrads, interactive learning is proving more effective, more engaging, and much more efficient than traditional methods. Here’s what the data tells us, and why it matters.


Five Fast Facts That Cut Through the Noise

  1. Liverpool NHS Hospital reduced training time from 46 weeks to just 2 weeks by using gamified simulations, saving over 40,000 staff hours.
  2. Staff knowledge scores jumped from 31% to 93% after completing gamified training modules.
  3. In one NHS pilot, 95% of staff engaged with gamified training, and 92% felt more confident applying what they’d learned.
  4. UWE Bristol recorded over 18,000 student interactions using gamified case studies, with significantly higher assessment completion rates.
  5. A 2024 systematic review found that in 13 out of 13 studies, gamified equity training improved staff knowledge, engagement, and attitudes without compromising learning outcomes.

The Problem with Traditional Training

Traditional training in healthcare often involves long sessions, dense manuals, and limited real-world application. It’s no surprise staff engagement can dip and knowledge doesn’t always stick. Add time pressures, shift work, and the sheer volume of information healthcare professionals need to retain, and it becomes clear: we need better ways to train people.

Gamification in Action: Real Results from NHS Pilots

At Liverpool University Hospital, the rollout of a gamified simulation training for IT systems slashed training time from 46 weeks to just two. That saved over 40,000 staff hours (Source: NHS Digital, 2021). Average knowledge scores jumped from 31% to 93%, closing a 62% knowledge gap. Most importantly, 90% of staff said they could use what they’d learned straight away in their day-to-day work.

Northwest NHS Trusts piloted a similar rollout. Staff could complete short, interactive modules during shifts. 95% of the workforce engaged, and 95% reported improved understanding of the new system. 92% felt more confident using it. The training time was cut from six hours to two (Source: NHS North West Regional Report, 2023).

The NHS North West pilot further revealed that the gamified format increased staff satisfaction with the training process itself. Previously, traditional classroom sessions saw lower attendance and mixed feedback. The game-based approach flipped that around, leading to higher completion rates and more positive learner sentiment.

Across several NHS trusts, including Clatterbridge Cancer Centre, interactive training was delivered via 3-minute modules that staff could complete during downtime. This level of flexibility significantly boosted uptake, especially among shift workers who struggle to attend scheduled in-person sessions.

Why It Works

Game-based learning taps into how we actually learn and retain information. It breaks content into manageable pieces, provides instant feedback, and builds confidence through repetition and progression. The competitive element helps too. In one NHS trust, night-shift nurses even started comparing high scores.

A meta-analysis by Sailer & Homner (2020) found that gamification had a moderate positive effect on cognitive learning outcomes (effect size ~0.49) and a smaller but significant effect on learner motivation (~0.26). In simple terms, learners retained more knowledge and were more motivated to engage with the content.

Beyond motivation, gamification supports the principles of adult learning: autonomy, relevance, and feedback. Learners are more likely to engage when they have control over pace and timing, when training feels directly applicable to their job, and when they receive meaningful feedback.

Interactive Learning in Universities

It’s not just NHS staff seeing the benefits. At the University of the West of England, a scenario-based platform called Resimion was used across biomedical science courses. Over 769 students completed nearly 18,500 interactions. Submission rates for gamified assessments were significantly higher than for traditional coursework (p = 0.002). Students with different learning needs, including neurodiverse learners, engaged well thanks to the flexibility and self-paced nature of the tool (Source: UWE Bristol, 2023).

In addition to improved submission rates, Resimion usage was linked to consistent student performance. Learners performed as well on gamified assessments as they did on traditional ones, indicating that the new format didn’t dilute academic rigour. Instead, it maintained standards while driving higher engagement.

A 2022 review in Nurse Education Today examined 17 studies on game-based learning in nursing undergrad programs. Most reported increased engagement and learning outcomes. Students found educational games enjoyable, motivating, and beneficial for retaining complex information. Importantly, feedback from learners supported wider adoption of game-based modules within the nursing curriculum.

Some studies also highlighted the need for careful design. Time-limited games or overly competitive formats may trigger anxiety in some learners. This reinforces the value of thoughtful implementation that balances challenge with support.

Equity, Inclusion, and Flexibility

Gamified platforms aren’t just effective. They’re also inclusive. Students with different learning needs, including neurodiverse learners, engaged well with tools like Resimion. The ability to self-pace, revisit materials, and learn by doing made the process accessible to a wider group.

A systematic review in 2024 found that gamified training significantly improved staff engagement with health equity content. These methods helped translate complex, abstract topics into digestible, relatable learning (Source: Journal of Health Equity Training, 2024).

Crucially, none of the 13 studies reviewed reported negative effects on learning outcomes. Instead, gamified approaches were praised for making sensitive or abstract training topics more accessible and memorable. Staff reported greater confidence discussing topics related to health equity and bias.

In NHS pilots focused on digital system adoption, gamified training helped bridge digital literacy gaps among older staff and those with limited IT confidence. By creating a safe space to learn through simulated practice, even reluctant learners engaged with and completed their training.

Simulation and VR: Learning by Doing

High-fidelity simulation and VR training are also making waves. These immersive tools allow healthcare workers to practise in realistic environments, safely make mistakes, and get instant feedback. In emergency medicine training, clinicians retained critical skills like airway management for up to a year after simulation sessions (Source: Emergency Training Outcomes Review, 2023).

A review of 34 studies showed that VR-based education improved knowledge gain, retention, and engagement. NHS pilots of VR training noted over 90% completion rates compared to significantly lower rates in traditional formats (Source: NHS VR Pilot Reports, 2022).

Staff praised the realism and interactivity of VR training. One NHS initiative rolled out VR diversity training and found that learners were more likely to recall the scenarios weeks later compared to those who completed a slide deck.

The ability to repeat simulations and learn from mistakes without consequences is a major benefit. VR-based training also supports distributed learning, where short sessions are spaced over time—a proven method for improving long-term retention.

Bottom Line: Engagement and Retention Are Up

Whether it’s VR, bite-sized quizzes, or interactive case studies, the pattern is clear. When training is designed with engagement in mind, retention follows. Staff and students are more likely to complete training, more likely to apply what they’ve learned, and more confident doing so.

Gamified learning aligns with how adults prefer to learn—through relevance, autonomy, feedback, and experience. For a sector where lives depend on precision and performance, that’s no small thing.

FAQs

What is gamified learning in healthcare?

Gamified learning applies game-like elements—points, levels, challenges, and feedback loops—to healthcare training. It can take the form of quizzes, interactive modules, simulations, or VR experiences, all designed to make learning more engaging and effective.

Does gamified learning actually work?

Yes. Studies from multiple NHS trusts and UK universities show significant improvements in knowledge retention, training completion, and learner confidence when compared to traditional training methods. For example, knowledge scores improved by 62% in one Liverpool NHS pilot.

Is it suitable for all healthcare roles?

Most roles can benefit, from clinical staff learning new IT systems to students practising diagnostic scenarios. It’s especially helpful in roles where real-world application is critical.

Is VR part of gamified learning?

VR is often included as part of the wider category of interactive learning. While not always gamified in the traditional sense, it provides immersive and engaging experiences that significantly enhance knowledge retention and skill development.

How does it support inclusion?

Gamified and interactive platforms allow learners to go at their own pace, repeat content as needed, and engage with different types of material. This makes training more accessible to people with different learning styles, attention needs, and neurodiverse profiles.

Is this just a trend?

It’s much more than a trend. As NHS case studies and academic research show, gamified and interactive learning isn’t just popular - it’s effective. Organisations are adopting it because it saves time, improves outcomes, and helps people feel more confident in their roles.

Can gamified training replace face-to-face sessions?

In many cases, yes. Especially for onboarding, digital systems, and theory-heavy content. Simulation and VR can replicate hands-on scenarios. For some topics, a blended approach works best - using gamification for theory and face-to-face for practical application.

What are the risks or downsides?

‍Poorly designed gamification can be distracting or even stressful. Time limits, excessive competitiveness, or irrelevant content can reduce effectiveness. The key is thoughtful implementation grounded in learning science.

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