Emma Ferguson

Mrs. Emma Ferguson


Research Focus & Metrics

Academic Career Length

2Years (2025-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
17 June 2025 in Education Sciences
Verified
Journal Article
Open access
PDF file
VSVincent Singleton
Vincent Singleton
CBCiara Bordeaux
Ciara Bordeaux
EFEmma Ferguson
Emma Ferguson
TBTyler Bland
Tyler Bland
Medical students face cognitive overload and disengagement due to the rigorous demands of their education. This study evaluates the impact of Medimon Learning Cards, a mnemonic-based trading card game, on engagement, satisfaction, and knowledge retention among students in a medical immunology course. These cards incorporate visual and linguistic mnemonics, coupled with strategic gameplay, to create an interactive learning experience. This study was conducted on 39 first-year medical students enrolled in an immunology course, divided into experimental Learning Card and control groups. The Learning Card group received the Medimon Learning Cards and participated in a structured play session, while both groups received identical in-class instruction. The results from the Situational Interest Survey for Multimedia revealed high engagement and satisfaction among the Learning Card group, with students expressing enthusiasm for expanding the scope of the cards to other topics. However, no significant differences were observed in knowledge retention or exam performance between the groups. These findings suggest that Medimon Learning Cards can serve as a valuable supplementary tool with which to enhance motivation and interest, though their impact on cognitive outcomes requires further investigation. These findings suggest that incorporating mnemonic-based card games such as Medimon Learning Cards can enhance learner motivation and interest, although their impact on cognitive outcomes warrants further study.

Verified
Journal Article
Open access
PDF file
MHMartin Hundrup
Martin Hundrup
JHJessi Holte
Jessi Holte
CBCiara Bordeaux
Ciara Bordeaux
EFEmma Ferguson
Emma Ferguson
JCJoscelyn Coad
Joscelyn Coad
TBTyler Bland
Tyler Bland
Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This preliminary study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype designed to teach undergraduate students about the musculoskeletal and visual systems—two critical domains in space medicine. Participants (n = 23) engaged with the game over a two-week self-regulated learning period. The game employed mnemonic-based characters, visual storytelling, and turn-based battle mechanics to reinforce medical concepts. Quantitative results demonstrated significant learning gains, with posttest scores increasing by an average of 23% and a normalized change of c = 0.4. Engagement levels were high across multiple dimensions of situational interest, and 74% of participants preferred the game over traditional formats. Qualitative analysis of open-ended responses revealed themes related to intrinsic appeal, perceived learning efficacy, interaction design, and cognitive resource management. While the game had minimal impact on short-term STEM career interest, its educational potential was clearly supported. These findings suggest that mnemonic-driven serious games like Medimon can effectively enhance engagement and learning in health science education, especially when aligned with real-world contexts such as space medicine.

9 April 2025 in Preprints.org
Verified
Preprint
Open access
PDF file
VSVincent Singleton
Vincent Singleton
CBCiara Bordeaux
Ciara Bordeaux
EFEmma Ferguson
Emma Ferguson
TBTyler Bland
Tyler Bland
Medical students face cognitive overload and disengagement due to the rigorous de-mands of their education. This study evaluates the impact of Medimon Learning Cards, a mnemonic-based trading card game, on engagement, satisfaction, and knowledge retention in a medical immunology course. These cards incorporate visual and linguistic mnemonics, coupled with strategic gameplay, to create an interactive learning experience. The study was conducted with 39 first-year medical students enrolled in an immunology course, divided into experimental and control groups. The experimental group received the Medimon Learning Cards and participated in a structured play session, while both groups received identical in-class instruction. Results from the Situational Interest Survey for Multimedia revealed high engagement and satisfaction among the experimental group, with students expressing enthusiasm for expanding the cards to other topics. However, no significant differences were observed in knowledge retention or exam performance between the groups. These findings suggest that Medimon Learning Cards serve as a valuable supplementary tool to enhance motivation and interest, though their impact on cognitive outcomes requires further investigation. This study highlights the importance of integrating game-based tools like Medimon Learning Cards into medical education to create engaging and interactive learning environments.

22 April 2025 in Preprints.org
Verified
Preprint
Open access
PDF file
MHMartin Hundrup
Martin Hundrup
JHJessi Holte
Jessi Holte
CBCiara Bordeaux
Ciara Bordeaux
EFEmma Ferguson
Emma Ferguson
JCJoscelyn Coad
Joscelyn Coad
TBTyler Bland
Tyler Bland
Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype designed to teach undergraduate students about the musculoskeletal and visual systems—two critical domains in space medicine. Participants (n = 23) engaged with the game over a two-week self-regulated learning period. The game employed mnemonic-based characters, visual storytelling, and turn-based battle mechanics to reinforce medical concepts. Quantitative results demonstrated significant learning gains, with posttest scores increasing by an average of 23% and a normalized change of c = 0.4. Engagement levels were high across multiple dimensions of situational interest, and 74% of participants preferred the game over traditional formats. Qualitative analysis of open-ended responses revealed themes related to intrinsic appeal, perceived learning efficacy, interaction design, and cognitive resource management. While the game had minimal impact on short-term STEM career interest, its educational potential was clearly supported. These findings suggest that mnemonic-driven serious games like Medimon can effectively enhance engagement and learning in health science education, especially when aligned with real-world contexts such as space medicine.

Verified
Journal Article
Open access
PDF file
SSSebastian Svoboda-Powell
Sebastian Svoboda-Powell
SMShane AMBER Mitchell
Shane AMBER Mitchell
CBCiara Bordeaux
Ciara Bordeaux
EFEmma Ferguson
Emma Ferguson
JCJoscelyn Coad
Joscelyn Coad
TBTyler Bland
Tyler Bland
Medimon is an educational role-playing game that integrates visual mnemonics, collectible creatures, disease states, treatment items, and artificial intelligence-powered non-player characters (AI-NPCs) to teach biomedical concepts. This single-arm mixed-methods feasibility pilot examined recruitment, gameplay uptake and progression, player experience, descriptive knowledge outcomes, and AI-NPC interactions during the Medimon endocrine level among high school students. Thirty students consented; 10 generated gameplay data, six completed paired 12-item pretests and posttests, and eight completed a PXI-style survey. Students played independently using a Steam-based build and encountered thyroid, pancreas, and adrenal educational content through exploration, quests, battles, and Medimon collection. Mean paired knowledge scores increased from 19.4% at pretest to 44.4% at posttest, although the change was not statistically significant in this small exploratory sample (p = 0.156). Audiovisual appeal, curiosity, and enjoyment were rated favorably, whereas Progress Feedback was the lowest-rated player-experience domain. Students who completed the posttest demonstrated greater gameplay duration, exploration, quest completion, and Medimon exposure than non-completers. Thematic analysis identified a mismatch between player expectations and AI-NPC scope, including fabricated quests, spatial directions, and game mechanics that introduced unreliable guidance into the educational environment. The study identified barriers related to gameplay uptake, progression feedback, posttest completion, and AI-NPC reliability that should be addressed before the educational efficacy of Medimon is evaluated in a larger controlled study.

9 February 2026 in Education Sciences
Verified
Journal Article
Open access
PDF file
HHHarrison Howe
Harrison Howe
SSSebastian Sovobada-Powel
Sebastian Sovobada-Powel
CBCiara Bordeaux
Ciara Bordeaux
EFEmma Ferguson
Emma Ferguson
JCJoscelyn Coad
Joscelyn Coad
TBTyler Bland
Tyler Bland
Medical education requires learners to integrate complex basic science knowledge with clinical reasoning, with endocrinology posing particular challenges due to nonlinear feedback and system-level interactions. Although serious games may enhance learning, many implementations are individual/solitary, and evidence for analog serious trading card games is limited. This study evaluated a mnemonic-driven Medimon Learning Card Game (LCG) designed to support systems-based endocrine education. A quasi-experimental study was conducted with first-year medical students during an endocrine course block. All students received identical instruction, while a subset participated in a guided, competitive Medimon LCG session. Achievement was assessed using a pretest and a delayed posttest administered two weeks after the intervention, along with course examination performance. Engagement was measured using the Situational Interest Survey for Multimedia (SIS-M) and open-ended responses. Students who participated in the Medimon LCG demonstrated significantly greater delayed learning gains than controls, while course examination performance did not differ between groups. SIS-M results indicated high levels of interest and perceived value, and qualitative findings highlighted affective engagement, cognitive reinforcement, and social interaction. These findings suggest that an analog serious trading card game can enhance engagement and support longer-term retention of complex endocrine concepts, offering a transferable framework for socially mediated game-based learning in medical education.