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Randomized Controlled Trial
. 2024 Oct 17;24(1):457.
doi: 10.1186/s12886-024-03726-w.

Effectiveness of gamification-based teaching in approach to eye trauma: a randomized educational intervention trial

Affiliations
Randomized Controlled Trial

Effectiveness of gamification-based teaching in approach to eye trauma: a randomized educational intervention trial

Meysam Siyah Mansoory et al. BMC Ophthalmol. .

Abstract

Introduction: Ophthalmology education is evolving with the use of new teaching approaches. Teaching based on gamification is one of the new developments in health professions education. This study was conducted to investigate the effect of gamification-based virtual reality on the learning outcome of students regarding the highly important topic of approach to eye trauma.

Materials and methods: This randomized educational intervention trial with a control group was conducted at Kermanshah University of Medical Sciences (KUMS). A total of 10 ophthalmology residents and 60 medical students were recruited in this study (each group comprised 5 residents and 30 medical students). Individuals were randomly divided into two teaching groups gamification method (intervention group) and lecture-based method (Control group). Data were collected through questionnaires and tests and analyzed by SPSS-26 software using descriptive and analytical statistics.

Results: Residents and medical students evaluated the usability of this method to be favorable (132.72 ± 10.17). In resident students (16.80 ± 2.58, 13.60 ± 1.14, P ≤ 0.05) and medicine students (17.27 ± 4.50, 15.20 ± 0.71, P ≤ 0.05), the mean score of learning outcome score in the intervention group was higher than the control group.

Conclusion: Gamification-based teaching is an effective educational strategy that can be used as a complementary educational tool for teaching ophthalmology residents and medical students.

Keywords: Eye trauma; Gamification; Medicine; Ophthalmology; Virtual reality.

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Conflict of interest statement

The authors declare no competing interests.

Figures

Fig. 1
Fig. 1
The main flowchart of the study
Fig. 2
Fig. 2
Real and simulated environment of eye emergency ward in hospital Real and simulated environment of eye emergency ward in hospital by 3D Max, V-Ray, Blender, and ZBrush software
Fig. 3
Fig. 3
An example of game components (medicines, action board, and scoreboard) designed using 3D Max, V-Ray, Blender, and ZBrush software
Fig. 4
Fig. 4
Messages designed (Rewarding, penalizing, game over, and victory messages) using 3D Max, V-Ray, Blender, and ZBrush software
Fig. 5
Fig. 5
An example of gamified teaching content
Fig. 6
Fig. 6
Game-based learning by residents
Fig. 7
Fig. 7
Flowchart of study

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