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.
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.
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
- Conditions
- Medical Education, Gamification
- 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 group | Role | What they receive |
|---|---|---|
| Gamification group | Experimental | The 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 group | Active comparator | The 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.
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)
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.
- First posted8 Jan 2025
- Study start15 Jan 2025
- Primary completion15 Apr 2025
- Study completion30 May 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Medical EducationStudies of the same condition, open and under way.
- 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
- Other
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 30 participants (actual)
Sponsor and investigators
- Lead sponsor
- Iran University of Medical Sciences
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
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
Study at a glance
From the registry record, last updated by the sponsor on 29 Aug 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- 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
- ClinicalTrials.gov ID
- NCT06763627
- Acronym / sponsor ID
- IR.IUMS.REC.1403.896
- Conditions
- Medical Education, Gamification
- Keywords
- Gamification, Boardgame, Medical Education, Medical Student, General Surgery
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 30 participants (actual)
- Lead sponsor
- Iran University of Medical SciencesUniversity, hospital or other
- Study start
- 15 Jan 2025 (actual)
- Primary completion
- 15 Apr 2025 (actual)
- Study completion
- 30 May 2025 (actual)
- First posted
- 8 Jan 2025 (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.
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
Study design
- Primary purpose
- Other
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Gamification group | Experimental | Other: Gamification ( Board game )The 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. |
| Class group | Active comparator | Other: Traditional lecture-based teachingThe class group will consist of individuals who will attend a one-hour traditional, lecture-based session led by a faculty member in general surgery |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (2 listed)
- Medical students in their clinical externship in the general surgery ward.
- Willingness to participate voluntarily.
Key exclusion criteria (3 listed)
- 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.
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 |
|---|---|---|
| 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 | Gamification group |
| Traditional lecture-based teachingStudents 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. | Other | Class group |
Primary outcome
Change in knowledge of acute cholecystitis and pancreatitis
Time frame: 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
1 secondary outcome
Retention of knowledge on acute cholecystitis and pancreatitis
Time frame: 6 weeks after the intervention
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 29 Aug 2025.
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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.
The record lists no contact. Use the official record to reach the sponsor.
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 ( 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.