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临床试验/NCT07563478
NCT07563478已完成不适用

Impact of Gamification Compared to Conventional Teaching Among Dental Students in Egypt: A Crossover Controlled Trial

Pharos University in Alexandria1 个研究点 分布在 1 个国家目标入组 168 人开始时间: 2026年2月12日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
168
试验地点
1
主要终点
Knowledge Acquisition

研究概览

简要总结

This study is designed to evaluate the effect of gamification-based teaching strategies on learning outcomes and student engagement in undergraduate oral pathology education. Traditional didactic teaching methods in dental education are often associated with passive learning and variable student engagement. In response, educational gamification has emerged as an innovative pedagogical approach that integrates game elements into learning activities to enhance motivation, participation, and knowledge retention.

This study employs a crossover interventional design involving undergraduate dental students enrolled in an Oral Pathology course. Participants will be exposed to both traditional teaching methods and gamified learning interventions in a structured sequence, allowing each participant to serve as their own control. The gamified intervention includes the use of an online game designed on Genially to reinforce key concepts in Oral Pathology. The traditional control arm consists of standard lecture-based instruction without gamification elements.

The primary objective of this study is to compare knowledge acquisition between gamified and traditional teaching approaches, measured through standardized assessments administered after each intervention phase. Secondary objectives include evaluating student engagement, satisfaction, and perception of learning effectiveness using validated structured questionnaires.

The study aims to determine whether gamification enhances academic performance and improves student engagement compared to conventional teaching methods. It also seeks to explore student perceptions of innovative teaching strategies and their potential integration into the dental curriculum.

Data will be collected at multiple time points corresponding to each phase of the crossover design. Statistical analysis will compare outcomes between intervention periods, accounting for within-subject variability. The findings are expected to provide evidence-based insights into the effectiveness of gamification in dental education and support curriculum development strategies aimed at improving active learning and student-centered teaching approaches.

This study addresses an important gap in dental education research by systematically evaluating gamification using a controlled crossover design, providing robust comparative data between traditional and innovative teaching methods in oral pathology education.

详细描述

This study evaluates the effect of gamification-based teaching strategies on learning outcomes and student engagement in undergraduate Oral Pathology education. Traditional lecture-based teaching in dental curricula is widely used; however, it is often associated with passive learning, limited interaction, and variable student engagement. In contrast, gamification integrates game design elements into educational activities to enhance motivation, participation, and active learning.

Study Design Randomized controlled crossover experimental design to compare a gamified learning intervention with a traditional revision approach. This design allows each participant to act as their own control, thereby minimizing inter-individual variability and strengthening internal validity.

Study Setting and Participants The study is conducted among third-year dental students enrolled in the Oral Pathology course, Faculty of Dentistry, Pharos University in Alexandria during spring semester of the academic year 2026. Participants are informed about the study objectives, and a written informed consent is obtained prior to their inclusion.

Data Collection Data collection was carried out during the period from February to April 2026. The data is collected via Google Forms, through face-to-face sessions, or during scheduled tutorials under standardized conditions to ensure consistency and reliability of responses.

Data Collection Tools

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)

盲法说明

Outcomes assessor was blinded to the intervention (game) when creating the assessment. Also the investigator was blinded to the assessments while creating the games to avoid bias.

入排标准

年龄范围
18 Years 至 22 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • All third-year students enrolled in the Oral Pathology course during the Spring semester, 2026.

排除标准

  • Students with previous exposure to the course will be excluded from the study; those who have previously taken the course and failed the exam, or those who are retaking the course to improve their grade.
  • Students who haven't completed General Pathology, General Histology or Oral Biology courses will be excluded from the study.
  • Students with learning difficulties- as determined by Special Cases Coordinator in the faculty- such as dyslexic or bipolar students will be excluded from the current study.
  • Students who were absent during one or more of the intervention sessions.
  • Students who did not consent to participate in the study.

研究组 & 干预措施

Gamification Sequence

Experimental

Participants in this arm receive gamification-based teaching in the first phase of the study, followed by traditional lecture-based instruction in the second phase after cross-over. The gamified intervention included a digital game, created on Genially to enhance knowledge acquisition, retention and student engagement.

干预措施: Gamification-based Teaching (Behavioral)

Gamification Sequence

Experimental

Participants in this arm receive gamification-based teaching in the first phase of the study, followed by traditional lecture-based instruction in the second phase after cross-over. The gamified intervention included a digital game, created on Genially to enhance knowledge acquisition, retention and student engagement.

干预措施: Traditional Lecture-based Teaching (Behavioral)

Traditional Sequence

Active Comparator

Participants in this arm receive traditional lecture-based teaching in the first phase of the study, followed by gamification-based teaching in the second phase after the cross-over. The traditional teaching method consists of standard PowerPoint lectures, without game-based elements.

干预措施: Gamification-based Teaching (Behavioral)

Traditional Sequence

Active Comparator

Participants in this arm receive traditional lecture-based teaching in the first phase of the study, followed by gamification-based teaching in the second phase after the cross-over. The traditional teaching method consists of standard PowerPoint lectures, without game-based elements.

干预措施: Traditional Lecture-based Teaching (Behavioral)

结局指标

主要结局

Knowledge Acquisition

时间窗: Week (1) and Week (3): Immediately after the completion of each teaching phase (gamification phase and traditional teaching phase).

Assessment of student knowledge acquisition following each teaching phase (gamification-based and traditional lecture-based instruction). Knowledge is measured using a standardized assessment, consisting of 10 multiple-choice questions (1 point each). On a scale of 0-10, students were given scores, with 10 representing the best scores. Scores are compared before (pre-test) and immediately after (immediate post-test) the intervention. Scores are also compared between intervention phases in a cross-over design, where each participant serves as their own control.

Long-term retention

时间窗: Week (5) and week (7): 4 weeks after the teaching phase

Assessment of student knowledge retention, four weeks after the teaching phase (Gamification-based and Traditional lecture-based instruction). Knowledge is measured using a standardized assessment consisting of 10 multiple-choice questions (1 point each). On a scale of 0-10, students were given scores, with 10 representing the best scores. Scores are compared before the intervention (pre-test) and 4-weeks after the intervention (delayed post-test). Scores are also compared between intervention phases in a cross-over design, where each participant serves as their own control.

次要结局

  • Student Satisfaction and Engagement(Week (7): After completion of all phases of the intervention)

研究者

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

Wedad M. Nawar

Lecturer of Oral and Maxillofacial Pathology

Pharos University in Alexandria

研究点 (1)

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