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临床试验/NCT07419984
NCT07419984进行中(未招募)不适用

Gamification vs. Traditional Teaching in Neurology Grand Rounds: A Randomized Crossover Trial Integrating Cognitive Load Monitoring and Blockchain Incentives

West China Hospital1 个研究点 分布在 1 个国家目标入组 240 人开始时间: 2026年1月1日最近更新:
干预措施

试验速览

阶段
不适用
状态
进行中(未招募)
入组人数
240
试验地点
1
主要终点
Immediate Knowledge Acquisition (Post-Session Test Score)

研究概览

简要总结

The goal of this research study is to learn if a new, game-based way of teaching neurology grand rounds (called "gamified teaching") works better than the traditional lecture-based format for neurology residents. It will also test whether using wristbands that measure stress and attention can help teachers adjust their pace in real time, and whether earning digital achievement badges motivates residents to keep learning.

The main questions it aims to answer are:

Does gamified teaching help residents remember key information longer (up to 3 months) compared to traditional teaching?

Does it improve how efficiently residents make clinical decisions (for example, ordering the right tests without unnecessary extras)?

Do teachers who receive real-time feedback from the wristbands deliver sessions that feel less tiring and more engaging to residents?

Do residents find the digital badges useful, and do they encourage more self-study?

Researchers will compare the gamified teaching method to the traditional lecture method. Each resident will experience both formats at different times (a "crossover" design). An additional small group will only receive the traditional format to help rule out other factors.

Participants will:

Take part in eight neurology grand rounds sessions over two 4-week periods (four sessions per period)

Wear a research wristband during each session to measure their physiological responses (skin activity and heart rate)

Complete short quizzes right after each session and again three months later

Fill out brief questionnaires about their learning experience and motivation

Use a custom interactive platform during the gamified sessions to work in teams, make clinical decisions, and earn digital badges

All information collected will be kept confidential, and participants may leave the study at any time without any impact on their residency evaluations.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Crossover
主要目的
Other
盲法
Single (Outcomes Assessor)

入排标准

年龄范围
18 Years 至 —(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • Currently enrolled in postgraduate year 1 (PGY1), PGY2, or PGY3 of an accredited neurology residency program
  • No prior formal participation in structured gamified neurology teaching programs focused on clinical reasoning
  • Able to attend all eight scheduled grand rounds sessions across both study periods and all assessments (baseline, post-session, washout, and 3-month follow-up)
  • Willing to provide written informed consent and comply with all study procedures, including wearing the Empatica E4 wristband during teaching sessions

排除标准

  • Scheduled off-service rotations, vacation, or other commitments that would prevent attendance at any study session or assessment
  • Uncorrected severe visual or auditory impairment that would limit participation in multimedia-based gamified sessions or case presentations
  • History of skin conditions or allergies that would preclude wearing the Empatica E4 wristband (e.g., contact dermatitis)
  • Inability to provide informed consent (e.g., cognitive impairment or language barrier)

研究组 & 干预措施

Sequence A: Gamified First, Then Traditional

Experimental

Participants in this arm receive gamified neurology grand rounds during Period 1 (Weeks 1-2, four sessions), followed by a 4-week washout period with no neurology grand rounds, then receive traditional lecture-based neurology grand rounds during Period 2 (Weeks 7-8, four sessions). Gamified sessions use a custom web-based platform featuring team-based clinical simulations, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Traditional sessions cover identical case content via instructor-led PowerPoint lecture with intermittent Q&A. All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up.

干预措施: Gamified Neurology Grand Rounds (Behavioral)

Sequence B - Traditional First, Then Gamified

Experimental

Participants in this arm receive traditional lecture-based neurology grand rounds during Period 1 (Weeks 1-2, four sessions), followed by a 4-week washout period with no neurology grand rounds, then receive gamified neurology grand rounds during Period 2 (Weeks 7-8, four sessions). Gamified sessions use a custom web-based platform featuring team-based clinical simulations, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Traditional sessions cover identical case content via instructor-led PowerPoint lecture with intermittent Q&A. All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up.

干预措施: Gamified Neurology Grand Rounds (Behavioral)

Sequence B - Traditional First, Then Gamified

Experimental

Participants in this arm receive traditional lecture-based neurology grand rounds during Period 1 (Weeks 1-2, four sessions), followed by a 4-week washout period with no neurology grand rounds, then receive gamified neurology grand rounds during Period 2 (Weeks 7-8, four sessions). Gamified sessions use a custom web-based platform featuring team-based clinical simulations, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Traditional sessions cover identical case content via instructor-led PowerPoint lecture with intermittent Q&A. All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up.

干预措施: Traditional Component (Behavioral)

Parallel Control: Traditional Only

Active Comparator

Participants in this arm receive traditional lecture-based neurology grand rounds during both Period 1 (Weeks 1-2, four sessions) and Period 2 (Weeks 7-8, four sessions), with a 4-week washout period in between. All sessions cover identical case content used in the experimental arms, delivered via instructor-led PowerPoint lecture with intermittent Q&A. No gamified elements are introduced at any point. This arm controls for time effects (e.g., knowledge gains from residency progression) and testing effects (e.g., familiarity with assessment formats). All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up.

干预措施: Traditional Component (Behavioral)

结局指标

主要结局

Immediate Knowledge Acquisition (Post-Session Test Score)

时间窗: Within 30 minutes after each grand rounds session (8 total sessions per participant; measured across both study periods, Weeks 1-2 and Weeks 7-8)

Standardized 15-item multiple-choice quiz assessing comprehension of case localization, etiology, differential diagnosis, and management. Each item has one correct answer. Score is percentage correct (0-100%). Tests are administered immediately following each grand rounds session. Internal consistency confirmed via pilot testing (Cronbach's α ≥ 0.7).

3-Month Knowledge Retention (Delayed Retention Test Score and Retention Rate)

时间窗: 3 months (± 2 weeks) after completion of Period 2 intervention (Week 8)

Parallel-form 15-item multiple-choice test matching the immediate post-test in blueprint, difficulty, and internal consistency, but with different question wording and distractor options. Retention rate is calculated as (3-month test score / average immediate post-test score across both periods) × 100%. Higher scores indicate better long-term retention.

次要结局

  • Learner Engagement - Interaction Frequency(During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8))
  • Diagnostic Redundancy Ratio(During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8))
  • Time to Key Information Extraction(During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8))
  • Flow Experience(Within 10 minutes after each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8))
  • Subjective Cognitive Load(Within 10 minutes after each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8))
  • Instructor Pacing Adjustment Effectiveness(During gamified grand rounds sessions only (4 sessions per participant in crossover arms; Weeks 1-2 for Sequence A, Weeks 7-8 for Sequence B))
  • Perceived Value of Blockchain Badges(At 3-month follow-up (Week 20, ±2 weeks))
  • Self-Directed Learning Behavior(During the 3-month period following completion of Period 2 (Weeks 8-20))

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Zhigang Lan

Professor

West China Hospital

研究点 (1)

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