The Effectiveness of Gamification-Based Learning Versus Traditional Classroom Teaching in Acute Cholecystitis and Pancreatitis Education Among Medical Students: A Quasi-Experimental Study
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 30
- 试验地点
- 1
- 主要终点
- Change in knowledge of acute cholecystitis and pancreatitis
研究概览
简要总结
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
研究设计
- 研究类型
- Interventional
- 分配方式
- Non Randomized
- 干预模型
- Parallel
- 主要目的
- Other
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Medical students in their clinical externship in the general surgery ward.
- •Willingness to participate voluntarily.
排除标准
- •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.
结局指标
主要结局
Change in knowledge of acute cholecystitis and pancreatitis
时间窗: 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
次要结局
- Retention of knowledge on acute cholecystitis and pancreatitis(6 weeks after the intervention)
