Education, MedicalNCT07419984
Gamified Neurology Grand Rounds
A study testing Gamified Neurology Grand Rounds and Traditional Component in people with Education, Medical and Grand Rounds, run by West China Hospital at 1 site in China.
Trial summary
The goal of this research study is to learn if a new, game-based way of teaching neurology grand rounds (called "gamified teaching") works better than the traditional lecture-based format for neurology residents. Read more about this study
- Who is it for?
- Ages 18 years and older
- Conditions the study is for
- Education, Medical, Grand Rounds
- What is being tested?
- Gamified Neurology Grand Rounds and Traditional Component
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 240 participants
- Where
- 1 siteChina
- Study dates
- 1 Jan 2026to 30 Aug 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
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
- No healthy volunteers
- Adult, Older adult
Who may be able to join
- Currently enrolled in postgraduate year 1 (PGY1), PGY2, or PGY3 of an accredited neurology residency program
- No prior formal participation in structured gamified neurology teaching programs focused on clinical reasoning
- Able to attend all eight scheduled grand rounds sessions across both study periods and all assessments (baseline, post-session, washout, and 3-month follow-up)
- Willing to provide written informed consent and comply with all study procedures, including wearing the Empatica E4 wristband during teaching sessions
Who cannot join
- Scheduled off-service rotations, vacation, or other commitments that would prevent attendance at any study session or assessment
- Uncorrected severe visual or auditory impairment that would limit participation in multimedia-based gamified sessions or case presentations
- History of skin conditions or allergies that would preclude wearing the Empatica E4 wristband (e.g., contact dermatitis)
- Inability to provide informed consent (e.g., cognitive impairment or language barrier)
Trial locations and contacts
1 site in 1 country.
About this study
Official title: Gamification vs. Traditional Teaching in Neurology Grand Rounds: A Randomized Crossover Trial Integrating Cognitive Load Monitoring and Blockchain Incentives
The goal of this research study is to learn if a new, game-based way of teaching neurology grand rounds (called "gamified teaching") works better than the traditional lecture-based format for neurology residents. It will also test whether using wristbands that measure stress and attention can help teachers adjust their pace in real time, and whether earning digital achievement badges motivates residents to keep learning.
The main questions it aims to answer are:
Read more
Does gamified teaching help residents remember key information longer (up to 3 months) compared to traditional teaching?
Does it improve how efficiently residents make clinical decisions (for example, ordering the right tests without unnecessary extras)?
Do teachers who receive real-time feedback from the wristbands deliver sessions that feel less tiring and more engaging to residents?
Do residents find the digital badges useful, and do they encourage more self-study?
Researchers will compare the gamified teaching method to the traditional lecture method. Each resident will experience both formats at different times (a "crossover" design). An additional small group will only receive the traditional format to help rule out other factors.
Participants will:
Take part in eight neurology grand rounds sessions over two 4-week periods (four sessions per period)
Wear a research wristband during each session to measure their physiological responses (skin activity and heart rate)
Complete short quizzes right after each session and again three months later
Fill out brief questionnaires about their learning experience and motivation
Use a custom interactive platform during the gamified sessions to work in teams, make clinical decisions, and earn digital badges
All information collected will be kept confidential, and participants may leave the study at any time without any impact on their residency evaluations.
- Conditions
- Education, Medical, Grand Rounds
- Being tested
- Gamified Neurology Grand Rounds, Traditional Component
- Keywords
- gamification, cognitive load, wearable sensors, clinical reasoning, randomized crossover trial
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamified Neurology Grand RoundsBehavioural
A web-based interactive teaching platform using team-based clinical simulation, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Four 55-minute sessions delivered over 2 weeks. Cases cover stroke, epilepsy, movement disorders, neuroinfectious diseases, neurodegenerative disorders, neuro-ophthalmology, headache, and spinal cord disorders. Participants work in teams of 3-4, make sequential diagnostic/treatment decisions, and receive immediate feedback. Instructor delivers 15-minute expert debrief after 40 minutes of simulation.
Traditional ComponentBehavioural
Instructor-led PowerPoint lecture covering identical case content as gamified sessions. Linear presentation: history → physical exam → localization → etiology → differential diagnosis → management. Intermittent Q\&A encouraged. No game elements, simulation, points, leaderboards, or blockchain incentives. Four 55-minute sessions delivered over 2 weeks.
| Study group | Role | What they receive |
|---|---|---|
| Sequence A: Gamified First, Then Traditional | Experimental | Participants in this arm receive gamified neurology grand rounds during Period 1 (Weeks 1-2, four sessions), followed by a 4-week washout period with no neurology grand rounds, then receive traditional lecture-based neurology grand rounds during Period 2 (Weeks 7-8, four sessions). Gamified sessions use a custom web-based platform featuring team-based clinical simulations, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Traditional sessions cover identical case content via instructor-led PowerPoint lecture with intermittent Q\&A. All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up. Receives: Behavioral: Gamified Neurology Grand Rounds |
| Sequence B - Traditional First, Then Gamified | Experimental | Participants in this arm receive traditional lecture-based neurology grand rounds during Period 1 (Weeks 1-2, four sessions), followed by a 4-week washout period with no neurology grand rounds, then receive gamified neurology grand rounds during Period 2 (Weeks 7-8, four sessions). Gamified sessions use a custom web-based platform featuring team-based clinical simulations, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Traditional sessions cover identical case content via instructor-led PowerPoint lecture with intermittent Q\&A. All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up. Receives: Behavioral: Gamified Neurology Grand Rounds; Behavioral: Traditional Component |
| Parallel Control: Traditional Only | Active comparator | Participants in this arm receive traditional lecture-based neurology grand rounds during both Period 1 (Weeks 1-2, four sessions) and Period 2 (Weeks 7-8, four sessions), with a 4-week washout period in between. All sessions cover identical case content used in the experimental arms, delivered via instructor-led PowerPoint lecture with intermittent Q\&A. No gamified elements are introduced at any point. This arm controls for time effects (e.g., knowledge gains from residency progression) and testing effects (e.g., familiarity with assessment formats). All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up. Receives: Behavioral: Traditional Component |
What is being measured
The primary outcome is the main question the study is designed to answer.
Immediate Knowledge Acquisition (Post-Session Test Score)
Standardized 15-item multiple-choice quiz assessing comprehension of case localization, etiology, differential diagnosis, and management. Each item has one correct answer. Score is percentage correct (0-100%). Tests are administered immediately following each grand rounds session. Internal consistency confirmed via pilot testing (Cronbach's α ≥ 0.7).
Measured: Within 30 minutes after each grand rounds session (8 total sessions per participant; measured across both study periods, Weeks 1-2 and Weeks 7-8)
3-Month Knowledge Retention (Delayed Retention Test Score and Retention Rate)
Parallel-form 15-item multiple-choice test matching the immediate post-test in blueprint, difficulty, and internal consistency, but with different question wording and distractor options. Retention rate is calculated as (3-month test score / average immediate post-test score across both periods) × 100%. Higher scores indicate better long-term retention.
Measured: 3 months (± 2 weeks) after completion of Period 2 intervention (Week 8)
Secondary outcomes (8)
Diagnostic Redundancy Ratio
Efficiency of clinical reasoning measured as the ratio of actual diagnostic tests ordered by a participant/team to the minimal necessary tests defined by expert consensus. Lower ratio indicates more efficient test selection. For gamified sessions, data extracted from platform clickstream logs; for traditional sessions, recorded by research assistant during Q\&A.
Measured: During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Time to Key Information Extraction
Speed of accurate clinical localization. For gamified sessions: number of click steps from case start to first correct localization decision. For traditional sessions: minutes from session start to first correct verbal localization response. Shorter time indicates more efficient reasoning.
Measured: During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Learner Engagement - Interaction Frequency
Frequency of voluntary learning behaviors. For traditional sessions: number of hand-raises, questions asked, or comments made (recorded by research assistant). For gamified sessions: clickstream depth (average interactions per minute, including decisions, feedback reviews, leaderboard checks). Higher values indicate greater engagement.
Measured: During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Flow Experience
Self-reported immersion and absorption during the learning session. Measured using a single-item slider question: "During this session, I felt completely immersed and lost track of time." Response range: 0 (not at all) to 100 (completely). Administered immediately after each session.
Measured: Within 10 minutes after each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Subjective Cognitive Load
Perceived mental effort required to follow the session. Measured using the Paas 9-point Likert scale (1 = very low cognitive load, 9 = very high cognitive load). Administered immediately after each session.
Measured: Within 10 minutes after each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Instructor Pacing Adjustment Effectiveness
Impact of real-time cognitive load alerts on group cognitive load. Measured as the change in Group Cognitive Load Index (GCLI) slope from 5 minutes before to 5 minutes after an instructor receives an adaptive alert (GCLI >80% or <30% for ≥2 minutes). Negative slope change indicates successful load reduction.
Measured: During gamified grand rounds sessions only (4 sessions per participant in crossover arms; Weeks 1-2 for Sequence A, Weeks 7-8 for Sequence B)
Perceived Value of Blockchain Badges
Usefulness and ease of use of the NFT achievement badge system. Measured using a modified Technology Acceptance Model (TAM) survey with 7-point Likert scales (1 = strongly disagree, 7 = strongly agree). Subscales: perceived usefulness (e.g., "Badges help me track learning progress") and perceived ease of use (e.g., "Digital wallet is easy to use").
Measured: At 3-month follow-up (Week 20, ±2 weeks)
Self-Directed Learning Behavior
Voluntary educational activities following study completion. Measured via: (1) frequency of neurology textbook/journal borrowing from institutional library, and (2) completion rate of optional online neurology courses recorded in the residency learning management system. Higher values indicate greater sustained motivation.
Measured: During the 3-month period following completion of Period 2 (Weeks 8-20)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted19 Feb 2026
- Study start1 Jan 2026
- Primary completion30 Aug 2026 (estimated)
- Study completion30 Aug 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Education, MedicalStudies of the same condition, open and under way.
- More trials run by West China HospitalThe 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
- Other
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 240 participants (estimated)
Sponsor and investigators
- Lead sponsor
- West China Hospital
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Zhigang Lan, West China Hospital
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07419984
- Sponsor's protocol ID
- WestChinaH-HX-2025-013
- Status last verified
- Feb 2026
- First submitted
- 12 Feb 2026
- Last updated
- 23 Feb 2026
- Results posted
- No
- Data monitoring committee
- Yes
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 23 Feb 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Gamification vs. Traditional Teaching in Neurology Grand Rounds: A Randomized Crossover Trial Integrating Cognitive Load Monitoring and Blockchain Incentives
- ClinicalTrials.gov ID
- NCT07419984
- Acronym / sponsor ID
- WestChinaH-HX-2025-013
- Conditions
- Education, Medical, Grand Rounds
- Keywords
- gamification, cognitive load, wearable sensors, clinical reasoning, randomized crossover trial
- Study type
- Interventional
- Recruitment status
- Active, not recruiting
- Enrolment
- 240 participants (estimated)
- Lead sponsor
- West China HospitalUniversity, hospital or other
- Study start
- 1 Jan 2026 (actual)
- Primary completion
- 30 Aug 2026 (estimated)
- Study completion
- 30 Aug 2026 (estimated)
- First posted
- 19 Feb 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 research study is to learn if a new, game-based way of teaching neurology grand rounds (called "gamified teaching") works better than the traditional lecture-based format for neurology residents. It will also test whether using wristbands that measure stress and attention can help teachers adjust their pace in real time, and whether earning digital achievement badges motivates residents to keep learning.
The main questions it aims to answer are:
Does gamified teaching help residents remember key information longer (up to 3 months) compared to traditional teaching?
Does it improve how efficiently residents make clinical decisions (for example, ordering the right tests without unnecessary extras)?
Do teachers who receive real-time feedback from the wristbands deliver sessions that feel less tiring and more engaging to residents?
Do residents find the digital badges useful, and do they encourage more self-study?
Researchers will compare the gamified teaching method to the traditional lecture method. Each resident will experience both formats at different times (a "crossover" design). An additional small group will only receive the traditional format to help rule out other factors.
Participants will:
Take part in eight neurology grand rounds sessions over two 4-week periods (four sessions per period)
Wear a research wristband during each session to measure their physiological responses (skin activity and heart rate)
Complete short quizzes right after each session and again three months later
Fill out brief questionnaires about their learning experience and motivation
Use a custom interactive platform during the gamified sessions to work in teams, make clinical decisions, and earn digital badges
All information collected will be kept confidential, and participants may leave the study at any time without any impact on their residency evaluations.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 3
| Arm | Type | Receives |
|---|---|---|
| Sequence A: Gamified First, Then Traditional | Experimental | Behavioral: Gamified Neurology Grand RoundsParticipants in this arm receive gamified neurology grand rounds during Period 1 (Weeks 1-2, four sessions), followed by a 4-week washout period with no neurology grand rounds, then receive traditional lecture-based neurology grand rounds during Period 2 (Weeks 7-8, four sessions). Gamified sessions use a custom web-based platform featuring team-based clinical simulations, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Traditional sessions cover identical case content via instructor-led PowerPoint lecture with intermittent Q\&A. All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up. |
| Sequence B - Traditional First, Then Gamified | Experimental | Behavioral: Gamified Neurology Grand Rounds, Behavioral: Traditional ComponentParticipants in this arm receive traditional lecture-based neurology grand rounds during Period 1 (Weeks 1-2, four sessions), followed by a 4-week washout period with no neurology grand rounds, then receive gamified neurology grand rounds during Period 2 (Weeks 7-8, four sessions). Gamified sessions use a custom web-based platform featuring team-based clinical simulations, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Traditional sessions cover identical case content via instructor-led PowerPoint lecture with intermittent Q\&A. All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up. |
| Parallel Control: Traditional Only | Active comparator | Behavioral: Traditional ComponentParticipants in this arm receive traditional lecture-based neurology grand rounds during both Period 1 (Weeks 1-2, four sessions) and Period 2 (Weeks 7-8, four sessions), with a 4-week washout period in between. All sessions cover identical case content used in the experimental arms, delivered via instructor-led PowerPoint lecture with intermittent Q\&A. No gamified elements are introduced at any point. This arm controls for time effects (e.g., knowledge gains from residency progression) and testing effects (e.g., familiarity with assessment formats). All participants wear Empatica E4 wristbands for cognitive load monitoring during all sessions and complete post-session assessments and 3-month follow-up. |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (4 listed)
- Currently enrolled in postgraduate year 1 (PGY1), PGY2, or PGY3 of an accredited neurology residency program
- No prior formal participation in structured gamified neurology teaching programs focused on clinical reasoning
- Able to attend all eight scheduled grand rounds sessions across both study periods and all assessments (baseline, post-session, washout, and 3-month follow-up)
- Willing to provide written informed consent and comply with all study procedures, including wearing the Empatica E4 wristband during teaching sessions
Key exclusion criteria (4 listed)
- Scheduled off-service rotations, vacation, or other commitments that would prevent attendance at any study session or assessment
- Uncorrected severe visual or auditory impairment that would limit participation in multimedia-based gamified sessions or case presentations
- History of skin conditions or allergies that would preclude wearing the Empatica E4 wristband (e.g., contact dermatitis)
- Inability to provide informed consent (e.g., cognitive impairment or language barrier)
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 |
|---|---|---|
| Gamified Neurology Grand RoundsA web-based interactive teaching platform using team-based clinical simulation, real-time decision feedback, points, leaderboards, and blockchain-minted NFT achievement badges. Four 55-minute sessions delivered over 2 weeks. Cases cover stroke, epilepsy, movement disorders, neuroinfectious diseases, neurodegenerative disorders, neuro-ophthalmology, headache, and spinal cord disorders. Participants work in teams of 3-4, make sequential diagnostic/treatment decisions, and receive immediate feedback. Instructor delivers 15-minute expert debrief after 40 minutes of simulation. | Behavioural | Sequence A: Gamified First, Then Traditional, Sequence B - Traditional First, Then Gamified |
| Traditional ComponentInstructor-led PowerPoint lecture covering identical case content as gamified sessions. Linear presentation: history → physical exam → localization → etiology → differential diagnosis → management. Intermittent Q\&A encouraged. No game elements, simulation, points, leaderboards, or blockchain incentives. Four 55-minute sessions delivered over 2 weeks. | Behavioural | Parallel Control: Traditional Only, Sequence B - Traditional First, Then Gamified |
Primary outcome
Immediate Knowledge Acquisition (Post-Session Test Score)
Time frame: Within 30 minutes after each grand rounds session (8 total sessions per participant; measured across both study periods, Weeks 1-2 and Weeks 7-8)
Standardized 15-item multiple-choice quiz assessing comprehension of case localization, etiology, differential diagnosis, and management. Each item has one correct answer. Score is percentage correct (0-100%). Tests are administered immediately following each grand rounds session. Internal consistency confirmed via pilot testing (Cronbach's α ≥ 0.7).
3-Month Knowledge Retention (Delayed Retention Test Score and Retention Rate)
Time frame: 3 months (± 2 weeks) after completion of Period 2 intervention (Week 8)
Parallel-form 15-item multiple-choice test matching the immediate post-test in blueprint, difficulty, and internal consistency, but with different question wording and distractor options. Retention rate is calculated as (3-month test score / average immediate post-test score across both periods) × 100%. Higher scores indicate better long-term retention.
8 secondary outcomes
Diagnostic Redundancy Ratio
Time frame: During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Time to Key Information Extraction
Time frame: During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Learner Engagement - Interaction Frequency
Time frame: During each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Flow Experience
Time frame: Within 10 minutes after each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Subjective Cognitive Load
Time frame: Within 10 minutes after each grand rounds session (8 total sessions; Weeks 1-2 and Weeks 7-8)
Instructor Pacing Adjustment Effectiveness
Time frame: During gamified grand rounds sessions only (4 sessions per participant in crossover arms; Weeks 1-2 for Sequence A, Weeks 7-8 for Sequence B)
Perceived Value of Blockchain Badges
Time frame: At 3-month follow-up (Week 20, ±2 weeks)
Self-Directed Learning Behavior
Time frame: During the 3-month period following completion of Period 2 (Weeks 8-20)
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 23 Feb 2026.
- Individual participant dataSharing planned: No
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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 Gamified Neurology Grand Rounds and Traditional Component in people with Education, Medical and Grand Rounds, run by West China Hospital at 1 site in China.
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 4 inclusion and 4 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: under way, not looking for participants, as of the sponsor's last update on 23 Feb 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 China. 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?
This study is still under way. Results are not available in the source record yet.
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?
Immediate Knowledge Acquisition (Post-Session Test Score) (time frame: Within 30 minutes after each grand rounds session (8 total sessions per participant; measured across both study periods, Weeks 1-2 and Weeks 7-8)). The study lists 2 primary outcomes in all. 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 23 Feb 2026.