Iran University of Medical Sciences
Tehran, Tehran Province, Iran
NCT Number: NCT06763627
This study will evaluate the effectiveness of a gamification-based learning method (board game) versus traditional teaching (lecture) in enhancing the knowledge of acute cholecystitis and pancreatitis among medical students in the general surgery ward at Rasoul Akram Hospital. This study will be conducted as an extra-curricular program, using pre- and post-tests to determine the effectiveness of gamification in general surgery learning within undergraduate medical education. The board game will incorporate innovative educational strategies to engage students in learning about acute cholecystitis and pancreatitis
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Notify Me18 year and older
All sexes
Interventional
Not applicable
Tehran, Tehran Province, Iran
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
A three- or four-player board game will be designed to teach acute cholecystitis and pancreatitis. The game has two stages: educational (houses 1-9) and reinforcement (houses 10-30). Players roll dice and move their pieces to answer various questions such as multiple-choice, true/false, matching, puzzles, and scenario-based problem-solving. Each player starts with three hearts, and if they land on one of the three red "trap" spaces and answer incorrectly, they lose one heart. Yellow spaces introduce random events like gaining or losing hearts. One space features a general knowledge question for variety. Players must achieve a point threshold in the educational section to move to the reinforcement section, and the highest scorer at the end of the hour wins. Groups of 3 or 4 students will play for one hour under the supervision of the investigator.
Students will attend a standard one-hour lecture delivered by a general surgery faculty member, covering the same topics. PowerPoint presentations prepared by the research team will ensure consistency with the game content.
Time frame: Baseline (pre-intervention) and immediately after the intervention
Change in Test Scores from Pre-test to Immediate Post-test, Containing 20 Multiple-Choice Questions and 10 Short-Answer Questions, Assessing Knowledge of Acute Cholecystitis and Pancreatitis: A Comparison Between Two Groups
Time frame: 6 weeks after the intervention
Retention of Knowledge Assessed by Test Scores 6 Weeks Post-Intervention, Containing 20 Multiple-Choice Questions and 10 Short-Answer Questions, on Acute Cholecystitis and Pancreatitis: A Comparison Between Two Groups
Iran University of Medical Sciences
Other
The Effectiveness of Gamification-Based Learning Versus Traditional Classroom Teaching in Acute Cholecystitis and Pancreatitis Education Among Medical Students: A Quasi-Experimental Study
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