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Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study

Authors :
Mohsen Masoumian Hosseini
Zahra Sadat Manzari
Azam Gazerani
Seyedeh Toktam Masoumian Hosseini
Akram Gazerani
Mehrdad Rohaninasab
Source :
BMC Medical Education, Vol 23, Iss 1, Pp 1-15 (2023)
Publication Year :
2023
Publisher :
BMC, 2023.

Abstract

Abstract Introduction Surgery requires a high degree of precision, speed, and concentration. Owing to the complexity of the modern world, traditional methods cannot meet these requirements. Therefore, in this study, we investigated students’ diagnostic skills in the Operating Room in the context of surgical instruments by using gamification of surgical instruments and a crossover design. Method The study design was a multi-institutional quasi-experimental crossover and involved a three-arm intervention (with gender-specific block randomisation: Group A, B, and C) with a pre-test and three post-tests. A total of 90 students fell into three groups of 30 participants each. The surgical sets were learned for one semester through game-based instruction and traditional teaching, and then three OSCE tests were administered with time and location differences. Using one-way ANOVA, OSCE results were compared in the game, traditional, and control groups. The effectiveness of the intervention was tested in each group by repeated measures. Result The pretest scores of all three groups did not differ significantly. In the OSCE tests, both groups, A and B, performed similarly. However, these tests showed a significant difference in grouping between training through games and training in the traditional way. There was no significant difference between OSCE tests 2 and 3 in the game-based training group, indicating that what was learned was retained, while in the traditional method training group, OSCE 3 test scores declined significantly. Furthermore, repeated measures showed the effectiveness of game-based training. Conclusion In this study, gamification has turned out to be very effective in helping learners learn practical skills and leading to more sustainable learning.

Details

Language :
English
ISSN :
14726920
Volume :
23
Issue :
1
Database :
Directory of Open Access Journals
Journal :
BMC Medical Education
Publication Type :
Academic Journal
Accession number :
edsdoj.8113e9ec580474c96290e8ce73aeb9d
Document Type :
article
Full Text :
https://doi.org/10.1186/s12909-023-04868-z