Gamification in Health EducationNCT07479342
Effect of Gamification on Orthodontic Knowledge Retention Among Dental Students
A study testing Gamification and LGIS in people with Gamification in Health Education, run by Foundation University Islamabad at 1 site in Pakistan.
Trial summary
The goal of this clinical trial is to find out if a modern teaching method: Gaming can be used as an effective teaching tool to impart knowledge of orthodontics to final year students of dentistry as compared to another popular teaching method: Large Group Interactive Session (LGIS). Read more about this study
- Who is it for?
- Any age
- Conditions the study is for
- Gamification in Health Education
- What is being tested?
- Gamification and LGIS
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 50 participants
- Where
- 1 sitePakistan
- Study dates
- 10 Oct 2025to 15 Dec 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 Any age
- All sexes
- No healthy volunteers
- Child, Adult, Older adult
Who may be able to join
- students of final year BDS, FUCD\&H
Who cannot join
- Students absent in class students that don't consent to the research
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effect of Gamification on the Knowledge of Removable Appliances in Orthodontics: A Randomized Control Trial
The goal of this clinical trial is to find out if a modern teaching method: Gaming can be used as an effective teaching tool to impart knowledge of orthodontics to final year students of dentistry as compared to another popular teaching method: Large Group Interactive Session (LGIS). Researchers will compare gaming technique to large group interactive session (already used to teach the participants). Half the participants will sit in a LGIS and the other half will play a board game on the same knowledge and comparison will be done on who gained more knowledge using a questionnaire/ test at three time points: 1)before study, 2)during study and 3)after study.
The main question the study aims to answer is :
Is Gamification better than Large group interactive session when teaching difficult topics to final year students of dentistry.
Read the detailed description
A class of 50 students of final year Dentistry will be randomly divided into two groups: Control Group: LGIS in a lecture hall , Study Group: Gamification in a tutorial room. Both groups will be imparted the same knowledge on the same topic: Removable Appliances in Orthodontics.
The Gamification group will play a specially designed board game the total knowledge gained/retained by both groups at the end will be assessed by a questionnaire
- Conditions
- Gamification in Health Education
- Being tested
- Gamification, LGIS
- Keywords
- Removable appliances, Gamification, Orthodontics, Modern Teaching, Large group interactive session
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
GamificationOther
Modern Teaching Method
LGISOther
conventionally used teaching method
| Study group | Role | What they receive |
|---|---|---|
| Study Group: game Group | Other | Not described Receives: Other: Gamification |
| Control group: LGIS | Experimental | Large group interactive session Receives: Other: LGIS |
What is being measured
The primary outcome is the main question the study is designed to answer.
The Gain of Knowledge and Retention of Knowledge through a test
The test will have 10 questions and will be scored from 1-10. 1 being minimum score and 10 maximum. If a students gets 1-4 score it will be considered no knowledge has been gained or retained. A score of 5 or more will be considered gain/retention in knowledge
Measured: 2 months
Secondary outcomes (1)
Retention of knowledge after gamification vs large group interactive session
knowledge retention will be assessed by giving the same test to the students after 1 month and comparing the scores with the previous scores
Measured: 2 months
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted18 Mar 2026
- Study start10 Oct 2025
- Primary completion10 Nov 2025
- Study completion15 Dec 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Gamification in Health EducationStudies of the same condition, open and under way.
- More trials run by Foundation University IslamabadThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Health services research
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 50 participants (actual)
Sponsor and investigators
- Lead sponsor
- Foundation University Islamabad
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Shoaib Rahim, Foundation University Islamabad
- Investigators
- Syeda Hareem Bukhari, BDS, Resident Orthodontics, Principal investigator, Foundation University Islamabad
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07479342
- Sponsor's protocol ID
- FUCD-Ortho-2503
- Status last verified
- Jun 2026
- First submitted
- 29 Dec 2025
- Last updated
- 17 Jun 2026
- Results posted
- No
- Data monitoring committee
- Yes
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: consent was taken from the participants on the basis of confidentialty of data and individual scores the participants got so they cannot be shared
Publications
Aboalshamat K, Khayat A, Halwani R, Bitan A, Alansari R. The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial. BMC Public Health. 2020 May 13;20(1):680. doi: 10.1186/s12889-020-08806-2.
PubMed 32404076
Study at a glance
From the registry record, last updated by the sponsor on 17 Jun 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Gamification on the Knowledge of Removable Appliances in Orthodontics: A Randomized Control Trial
- ClinicalTrials.gov ID
- NCT07479342
- Acronym / sponsor ID
- FUCD-Ortho-2503
- Conditions
- Gamification in Health Education
- Keywords
- Removable appliances, Gamification, Orthodontics, Modern Teaching, Large group interactive session
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 50 participants (actual)
- Lead sponsor
- Foundation University IslamabadUniversity, hospital or other
- Study start
- 10 Oct 2025 (actual)
- Primary completion
- 10 Nov 2025 (actual)
- Study completion
- 15 Dec 2025 (actual)
- First posted
- 18 Mar 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The goal of this clinical trial is to find out if a modern teaching method: Gaming can be used as an effective teaching tool to impart knowledge of orthodontics to final year students of dentistry as compared to another popular teaching method: Large Group Interactive Session (LGIS). Researchers will compare gaming technique to large group interactive session (already used to teach the participants). Half the participants will sit in a LGIS and the other half will play a board game on the same knowledge and comparison will be done on who gained more knowledge using a questionnaire/ test at three time points: 1)before study, 2)during study and 3)after study.
The main question the study aims to answer is :
Is Gamification better than Large group interactive session when teaching difficult topics to final year students of dentistry.
Detailed description
A class of 50 students of final year Dentistry will be randomly divided into two groups: Control Group: LGIS in a lecture hall , Study Group: Gamification in a tutorial room. Both groups will be imparted the same knowledge on the same topic: Removable Appliances in Orthodontics.
The Gamification group will play a specially designed board game the total knowledge gained/retained by both groups at the end will be assessed by a questionnaire
Study design
- Primary purpose
- Health services research
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Study Group: game Group | Other | Other: Gamification |
| Control group: LGIS | Experimental | Other: LGISLarge group interactive session |
Who may qualify
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (1 listed)
- students of final year BDS, FUCD\&H
Key exclusion criteria (1 listed)
- Students absent in class students that don't consent to the research
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| GamificationModern Teaching Method | Other | Study Group: game Group |
| LGISconventionally used teaching method | Other | Control group: LGIS |
Primary outcome
The Gain of Knowledge and Retention of Knowledge through a test
Time frame: 2 months
The test will have 10 questions and will be scored from 1-10. 1 being minimum score and 10 maximum. If a students gets 1-4 score it will be considered no knowledge has been gained or retained. A score of 5 or more will be considered gain/retention in knowledge
1 secondary outcome
Retention of knowledge after gamification vs large group interactive session
Time frame: 2 months
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 17 Jun 2026.
- Background: PubMed 32404076Aboalshamat K, Khayat A, Halwani R, Bitan A, Alansari R. The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial. BMC Public Health. 2020 May 13;20(1):680. doi: 10.1186/s12889-020-08806-2.
- Individual participant dataSharing planned: No. consent was taken from the participants on the basis of confidentialty of data and individual scores the participants got so they cannot be shared
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Syeda Hareem Bukhari, BDS, Resident Orthodontics principal investigator
Foundation University Islamabad
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Gamification and LGIS in people with Gamification in Health Education, run by Foundation University Islamabad at 1 site in Pakistan.
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 1 inclusion and 1 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 17 Jun 2026. 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 Pakistan. 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?
The Gain of Knowledge and Retention of Knowledge through a test (time frame: 2 months). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT07479342, which also lists 1 linked publication.
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 17 Jun 2026.