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Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique

Case-based learning (CBL) has been in practice throughout the world for several decades now. Our institute adopted it some four years back when we shifted toward a modular system of teaching. It is the main technique being used for conducting small group discussions. We decided to introduce a new te...

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Autores principales: Zafar, Umema, Khattak, Madiha, Zafar, Hamna, Rehman, Huma
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Cureus 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9433787/
https://www.ncbi.nlm.nih.gov/pubmed/36059319
http://dx.doi.org/10.7759/cureus.27612
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author Zafar, Umema
Khattak, Madiha
Zafar, Hamna
Rehman, Huma
author_facet Zafar, Umema
Khattak, Madiha
Zafar, Hamna
Rehman, Huma
author_sort Zafar, Umema
collection PubMed
description Case-based learning (CBL) has been in practice throughout the world for several decades now. Our institute adopted it some four years back when we shifted toward a modular system of teaching. It is the main technique being used for conducting small group discussions. We decided to introduce a new technique called the gamification technique for conducting small group discussions. There was a need to determine the effectiveness of this new method, as well as to assess factors for its preference so that it could be modified to increase its efficacy. The aim of this research was to quantitatively and qualitatively assess the effectiveness of said gamification teaching technique by comparison with the traditional CBL technique. This was a mixed-method, randomized controlled trial. It was conducted at Khyber Medical College on first-year medical students from June to October 2021. Group-based teaching involving both CBL and the gamification approach was used in this study in a crossover manner. Addressing the ethical concerns, and after informed consent pre-testing and post-testing were done to quantify the performance, an open-ended survey was disseminated after the sessions to check the perceptions of the students. The study recorded (quantitatively) that the post-testing mean score of the gamification teaching technique was 3.41 ± 0.982. For CBL, the mean was 3.55 ± 1.055. This showed a recording of an insignificant difference with a p-value of 0.608. In qualitative analysis, about 12 (80%) students preferred the gamification technique. Their perception was that it instilled competitiveness and increased the involvement of students in class. Gamification also raised their motivation level. This research further revealed that the CBL approach had the advantage of quick learning via the facilitator presentation. Due to the handouts, it was easy to follow. One of the negative points of CBL was that the participants found it a boring and monotonous way of learning. The chief drawback of gamification was that the students were unsure about the accuracy of the information they initially prepared, as it was not being directed by the facilitator. The study concluded an insignificant quantitative difference between the two techniques. On the qualitative end, however, the students preferred gamification.
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spelling pubmed-94337872022-09-03 Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique Zafar, Umema Khattak, Madiha Zafar, Hamna Rehman, Huma Cureus Medical Education Case-based learning (CBL) has been in practice throughout the world for several decades now. Our institute adopted it some four years back when we shifted toward a modular system of teaching. It is the main technique being used for conducting small group discussions. We decided to introduce a new technique called the gamification technique for conducting small group discussions. There was a need to determine the effectiveness of this new method, as well as to assess factors for its preference so that it could be modified to increase its efficacy. The aim of this research was to quantitatively and qualitatively assess the effectiveness of said gamification teaching technique by comparison with the traditional CBL technique. This was a mixed-method, randomized controlled trial. It was conducted at Khyber Medical College on first-year medical students from June to October 2021. Group-based teaching involving both CBL and the gamification approach was used in this study in a crossover manner. Addressing the ethical concerns, and after informed consent pre-testing and post-testing were done to quantify the performance, an open-ended survey was disseminated after the sessions to check the perceptions of the students. The study recorded (quantitatively) that the post-testing mean score of the gamification teaching technique was 3.41 ± 0.982. For CBL, the mean was 3.55 ± 1.055. This showed a recording of an insignificant difference with a p-value of 0.608. In qualitative analysis, about 12 (80%) students preferred the gamification technique. Their perception was that it instilled competitiveness and increased the involvement of students in class. Gamification also raised their motivation level. This research further revealed that the CBL approach had the advantage of quick learning via the facilitator presentation. Due to the handouts, it was easy to follow. One of the negative points of CBL was that the participants found it a boring and monotonous way of learning. The chief drawback of gamification was that the students were unsure about the accuracy of the information they initially prepared, as it was not being directed by the facilitator. The study concluded an insignificant quantitative difference between the two techniques. On the qualitative end, however, the students preferred gamification. Cureus 2022-08-02 /pmc/articles/PMC9433787/ /pubmed/36059319 http://dx.doi.org/10.7759/cureus.27612 Text en Copyright © 2022, Zafar et al. https://creativecommons.org/licenses/by/3.0/This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Medical Education
Zafar, Umema
Khattak, Madiha
Zafar, Hamna
Rehman, Huma
Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique
title Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique
title_full Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique
title_fullStr Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique
title_full_unstemmed Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique
title_short Let’s Play Games: A Comparison of Case-Based Learning Approach With Gamification Technique
title_sort let’s play games: a comparison of case-based learning approach with gamification technique
topic Medical Education
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9433787/
https://www.ncbi.nlm.nih.gov/pubmed/36059319
http://dx.doi.org/10.7759/cureus.27612
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