Digital game-based learning and the testing effect have been shown to be effective in improving learning. The use of screens offers the opportunity to test innovative learning strategies in the classroom. Here, we report the impact of implementing a game and testing effect-based learning tool in a histology course. Seventy nine students participated in the study (mean age 19.5 years, 65 % female). The students observed a slide-based class and then participated in a game, answering questions about key concepts, using their smartphones. Two surveys, asking about aspects related to perceptions/motivations and use of mobile technologies, were applied. The game allowed for immediate feedback, revealing student performance in every evaluated concept, and allowed teachers to give corrections after detecting conceptual mistakes. Students perceived the methodology as fun, interesting, interactive and attractive. Moreover, 96 % of students participated and enjoyed the game and, among them, all agreed to use the methodology again. In parallel, about 87 % of students use mobile technology to study and 97 % to find academic information, frequently. The results indicate that the vast majority of students use mobile technology to study and positively perceive the game-based strategy. Strategies allowing fast feedback and dynamic relationships in the classroom could potentially improve significant learning on concept acquisition.
KEY WORDS: Game-based learning; Feedback; Undergraduate; Histology.