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Let's Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique.
Umema Zafar1, Madiha Khattak1, Hamna Zafar2
1Physiology, Khyber Medical College, Peshawar, PAK.
Gamification and case-based learning (CBL) showed similar quantitative results in medical education. However, students preferred gamification for its engagement and motivation, despite some concerns about information accuracy.
Area of Science:
- Medical Education
- Pedagogy
- Health Professions Education
Background:
- Case-based learning (CBL) is a long-standing method for small group discussions in medical education.
- Institutes are exploring innovative techniques to enhance student engagement and learning outcomes.
- Gamification presents a novel approach to interactive learning environments.
Purpose of the Study:
- To quantitatively and qualitatively assess the effectiveness of gamification compared to traditional CBL for small group discussions.
- To identify student preferences and factors influencing the choice between gamification and CBL.
- To inform modifications for increasing the efficacy of gamification in medical training.
Main Methods:
- A mixed-method, randomized controlled trial was conducted with first-year medical students.
- The study employed a crossover design, comparing gamification with CBL in group-based teaching.
- Quantitative data were collected via pre- and post-testing, while qualitative data came from open-ended surveys.
Main Results:
- Quantitative analysis revealed no significant difference in post-testing scores between gamification (3.41 ± 0.982) and CBL (3.55 ± 1.055), with a p-value of 0.608.
- Qualitative findings indicated that 80% of students preferred gamification, citing increased competitiveness, involvement, and motivation.
- CBL was noted for quick learning and ease of following via handouts, but perceived as boring; gamification's drawback was uncertainty about information accuracy.
Conclusions:
- While gamification and CBL demonstrated comparable quantitative effectiveness, gamification was qualitatively preferred by students for enhancing engagement and motivation.
- Gamification offers a promising alternative for medical education's small group discussions, though facilitator guidance may be needed to ensure information accuracy.
- Further research can refine gamification strategies to leverage its motivational benefits while addressing potential information reliability concerns.
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