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

NACompletedINTERVENTIONAL
Enrollment

30

Participants

Timeline

Start Date

January 15, 2025

Primary Completion Date

April 15, 2025

Study Completion Date

May 30, 2025

Conditions
Medical EducationGamification
Interventions
OTHER

Gamification ( Board game )

"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."

OTHER

Traditional lecture-based teaching

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.

Trial Locations (1)

Unknown

Iran University of Medical Sciences, Tehran

All Listed Sponsors
lead

Iran University of Medical Sciences

OTHER

NCT06763627 - The Effectiveness of Gamification vs. Traditional Teaching in Undergraduate Medical Education | Biotech Hunter | Biotech Hunter