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Completed

NCT Number: NCT06763627

The Effectiveness of Gamification vs. Traditional Teaching in Undergraduate Medical Education

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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Key information

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Iran University of Medical Sciences

Tehran, Tehran Province, Iran

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Medical students in their clinical externship in the general surgery ward.
  • Willingness to participate voluntarily.

Exclusion criteria

  • Previous knowledge or exposure to acute cholecystitis and pancreatitis.
  • Lack of consent or inability to attend the sessions.
  • Medical students not currently assigned to general surgery clinical rotations.

Treatment and study plan

Gamification ( Board game )

Other

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.

Traditional lecture-based teaching

Other

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.

Primary outcomes

  1. Change in knowledge of acute cholecystitis and pancreatitis

    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

Secondary outcomes

  1. Retention of knowledge on acute cholecystitis and pancreatitis

    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

Sponsors and collaborators

Lead sponsor

Iran University of Medical Sciences

Other

Registry information

Official study title

The Effectiveness of Gamification-Based Learning Versus Traditional Classroom Teaching in Acute Cholecystitis and Pancreatitis Education Among Medical Students: A Quasi-Experimental Study

Important dates

Study start
2025
Primary completion
2025
Study completion
2025
First posted
Jan 8, 2025
Registry last updated
Aug 29, 2025

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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