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Medical EducationNCT06763627

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

A study testing Gamification ( Board game ) and Traditional lecture-based teaching in people with Medical Education and Gamification, run by Iran University of Medical Sciences at 1 site in Iran.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
Conditions the study is for
Medical Education, Gamification
What is being tested?
Gamification ( Board game ) and Traditional lecture-based teaching
Could I receive a placebo?
No, everyone receives an active treatment
How many people
30 participants
Where
1 siteIran
Study dates
15 Jan 2025to 30 May 2025
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Medical students in their clinical externship in the general surgery ward.
  • Willingness to participate voluntarily.

Who cannot join

  • 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.

Trial locations and contacts

1 site in 1 country.

Iran1 site
  • Iran University of Medical Sciences

    Tehran, Tehran Province

Other trials in Iran

About this study

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

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

Being tested
Gamification ( Board game ), Traditional lecture-based teaching
Keywords
Gamification, Boardgame, Medical Education, Medical Student, General Surgery

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Gamification ( Board game )Other

    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.

  • Traditional lecture-based teachingOther

    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.

Study groups in NCT06763627
Study groupRoleWhat they receive
Gamification groupExperimentalThe 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.
Receives: Other: Gamification ( Board game )
Class groupActive comparatorThe class group will consist of individuals who will attend a one-hour traditional, lecture-based session led by a faculty member in general surgery
Receives: Other: Traditional lecture-based teaching

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in knowledge of acute cholecystitis and pancreatitis

    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

    Measured: Baseline (pre-intervention) and immediately after the intervention

Secondary outcomes (1)
  1. Retention of knowledge on acute cholecystitis and pancreatitis

    Retention of Knowledge Assessed by Test Scores 6 Weeks Post-Intervention, Containing 20 Multiple-Choice Questions and 10 Short-Answer Questions, on Acute Cholecystitis and Pancreatitis: A Comparison Between Two Groups

    Measured: 6 weeks after the intervention

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted8 Jan 2025
  2. Study start15 Jan 2025
  3. Primary completion15 Apr 2025
  4. Study completion30 May 2025

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Non-randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
30 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06763627
Sponsor's protocol ID
IR.IUMS.REC.1403.896
Status last verified
Aug 2025
First submitted
3 Jan 2025
Last updated
29 Aug 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No

Questions about this trial

What is this clinical trial studying?

A study testing Gamification ( Board game ) and Traditional lecture-based teaching in people with Medical Education and Gamification, run by Iran University of Medical Sciences at 1 site in Iran.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 29 Aug 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Iran. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Change in knowledge of acute cholecystitis and pancreatitis (time frame: Baseline (pre-intervention) and immediately after the intervention). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 29 Aug 2025.

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