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Clinical Trials/NCT06763627
NCT06763627CompletedNot Applicable

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

Iran University of Medical Sciences2 sites in 1 country30 target enrollmentStarted: January 15, 2025Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Completed
Enrollment
30
Locations
2
Primary Endpoint
Change in knowledge of acute cholecystitis and pancreatitis

Study Overview

Brief Summary

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

Study Design

Study Type
Interventional
Allocation
Non Randomized
Intervention Model
Parallel
Primary Purpose
Other
Masking
None

Eligibility Criteria

Ages
18 Years to — (Adult, Older Adult)
Sex
All
Accepts Healthy Volunteers
Yes

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.

Arms & Interventions

Gamification group

Experimental

The gamification group will consist of teams of three to four members, who will engage in the board game under the supervision of the supervising investigator for one hour.

Intervention: Gamification ( Board game ) (Other)

Class group

Active Comparator

The class group will consist of individuals who will attend a one-hour traditional, lecture-based session led by a faculty member in general surgery

Intervention: Traditional lecture-based teaching (Other)

Outcomes

Primary Outcomes

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

  • Retention of knowledge on acute cholecystitis and pancreatitis(6 weeks after the intervention)

Investigators

Sponsor Class
Other
Responsible Party
Sponsor

Study Sites (2)

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