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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

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...

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Autores principales: Masoumian Hosseini, Mohsen, Sadat Manzari, Zahra, Gazerani, Azam, Masoumian Hosseini, Seyedeh Toktam, Gazerani, Akram, Rohaninasab, Mehrdad
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10688061/
https://www.ncbi.nlm.nih.gov/pubmed/38031011
http://dx.doi.org/10.1186/s12909-023-04868-z
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author Masoumian Hosseini, Mohsen
Sadat Manzari, Zahra
Gazerani, Azam
Masoumian Hosseini, Seyedeh Toktam
Gazerani, Akram
Rohaninasab, Mehrdad
author_facet Masoumian Hosseini, Mohsen
Sadat Manzari, Zahra
Gazerani, Azam
Masoumian Hosseini, Seyedeh Toktam
Gazerani, Akram
Rohaninasab, Mehrdad
author_sort Masoumian Hosseini, Mohsen
collection PubMed
description 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.
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spelling pubmed-106880612023-11-30 Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study Masoumian Hosseini, Mohsen Sadat Manzari, Zahra Gazerani, Azam Masoumian Hosseini, Seyedeh Toktam Gazerani, Akram Rohaninasab, Mehrdad BMC Med Educ Research 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. BioMed Central 2023-11-29 /pmc/articles/PMC10688061/ /pubmed/38031011 http://dx.doi.org/10.1186/s12909-023-04868-z Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Masoumian Hosseini, Mohsen
Sadat Manzari, Zahra
Gazerani, Azam
Masoumian Hosseini, Seyedeh Toktam
Gazerani, Akram
Rohaninasab, Mehrdad
Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study
title Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study
title_full Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study
title_fullStr Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study
title_full_unstemmed Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study
title_short Can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? A multi-institutional experimental crossover study
title_sort can gamified surgical sets improve surgical instrument recognition and student performance retention in the operating room? a multi-institutional experimental crossover study
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10688061/
https://www.ncbi.nlm.nih.gov/pubmed/38031011
http://dx.doi.org/10.1186/s12909-023-04868-z
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