This study will evaluate the effectiveness of a gamification-based learning method (board game) versus traditional teaching (lecture) in enhancing the knowledge of acute cholecystitis and pancreatitis among medical students in the general surgery ward at Rasoul Akram Hospital. This study will be conducted as an extra-curricular program, using pre- and post-tests to determine the effectiveness of gamification in general surgery learning within undergraduate medical education. The board game will incorporate innovative educational strategies to engage students in learning about acute cholecystitis and pancreatitis
Age range
18 Years
Sex
ALL
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A starting point for the conversation — always confirm anything about your own eligibility, costs, and care with the study team and your doctor.
Change in knowledge of acute cholecystitis and pancreatitis
Timeframe: Baseline (pre-intervention) and immediately after the intervention