Gamification in Health Education
Conditions
Keywords
Removable appliances, Gamification, Orthodontics, Modern Teaching, Large group interactive session
Brief 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). 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
Interventions
Modern Teaching Method
conventionally used teaching method
Sponsors
Study design
Eligibility
Inclusion criteria
students of final year BDS, FUCD\&H
Exclusion criteria
Students absent in class students that don't consent to the research
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| The Gain of Knowledge and Retention of Knowledge through a test | 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 |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Retention of knowledge after gamification vs large group interactive session | 2 months | knowledge retention will be assessed by giving the same test to the students after 1 month and comparing the scores with the previous scores |
Countries
Pakistan
Contacts
Foundation University Islamabad