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Effect of Gamification on Orthodontic Knowledge Retention Among Dental Students

The Effect of Gamification on the Knowledge of Removable Appliances in Orthodontics: A Randomized Control Trial

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07479342
Enrollment
50
Registered
2026-03-18
Start date
2025-10-10
Completion date
2025-12-15
Last updated
2026-06-17

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Gamification in Health Education

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

OTHERGamification

Modern Teaching Method

OTHERLGIS

conventionally used teaching method

Sponsors

Foundation University Islamabad
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Healthy volunteers
No

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

MeasureTime frameDescription
The Gain of Knowledge and Retention of Knowledge through a test2 monthsThe 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

MeasureTime frameDescription
Retention of knowledge after gamification vs large group interactive session2 monthsknowledge 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

PRINCIPAL_INVESTIGATORSyeda Hareem Bukhari, BDS, Resident Orthodontics

Foundation University Islamabad

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jun 18, 2026