| Literature DB >> 36059319 |
Umema Zafar1, Madiha Khattak1, Hamna Zafar2, Huma Rehman1.
Abstract
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.Entities:
Keywords: case-based learning; comparison; effectiveness; gamification technique; satisfaction
Year: 2022 PMID: 36059319 PMCID: PMC9433787 DOI: 10.7759/cureus.27612
Source DB: PubMed Journal: Cureus ISSN: 2168-8184
Figure 1Crossover design of groups taken by the facilitators in the two sessions
SGD: small group discussion.
Figure 2CONSORT flow diagram
CONSORT: Consolidated Standards of Reporting Trials; CBL: case-based learning.
Figure 3(A) Method for the case-based learning technique. (B) Method for the gamification technique
Figure 4The technique preferred by the students and the reasons
Figure 5Thematic analysis of survey questionnaire
GT: gamification technique; CBL: case-based learning; HCGI: healthy competition in gamification encouraged involvement; TWG: teamwork in gamification; EPG: encouraged participation in gamification; GIPST: gamification improved presentation in a short time; C: concept building; OSLT: on the spot learning with traditional; HUC: handouts useful in CBL; BLC: brief lecture in CBL; SBKC: sufficient basic knowledge imparted in CBL; ATLP: ample time to learn and present; IFQA: improved focus due to Q&A session; GD: group discussion; LTRG: long-term retainment in gamification more; LTRC: long-term retainment in CBL more; UAIL: uncertainty about the accuracy of information learned; CUL: CBL was the usual way of learning; NVOC: not very organized in CBL; OSSPC: only some students presented in CBL; CB: CBL was boring; LKR: low knowledge retainment; PCDC: presenters of CBL developed confidence; GICL: gamification method improved confidence level; NDT: no difference in the two techniques.
Codes and abbreviations used for thematic analysis
CBL: case-based learning; Q&A: question and answer.
| S. No. | Codes | Abbreviations | Number of times used |
| 1 | Healthy competition in gamification encouraged involvement | HCGI | 16 |
| 2 | Teamwork in gamification | TWG | 4 |
| 3 | Encouraged participation in gamification | EPG | 10 |
| 4 | Gamification improved presentation in a short time | GIPST | 12 |
| 5 | Concept building | C | 3 |
| 6 | On-spot learning with traditional | OSLT | 9 |
| 7 | Handouts useful in CBL | HUC | 5 |
| 8 | Brief lecture in CBL | BLC | 9 |
| 9 | Sufficient basic knowledge imparted in CBL | SBKC | 7 |
| 10 | Ample time to learn and present | ATLP | 4 |
| 11 | Improved focus due to Q&A session | IFQA | 11 |
| 12 | Group discussion | GD | 2 |
| 13 | Long-term retainment in gamification more | LTRG | 16 |
| 14 | Long-term retainment in CBL more | LTRC | 2 |
| 15 | Uncertainty about the accuracy of information learned | UAIL | 2 |
| 16 | CBL was the usual way of learning | CUL | 3 |
| 17 | Not very organized in CBL | NVOC | 3 |
| 18 | Only some students presented in CBL | OSSPC | 4 |
| 19 | CBL was boring | CB | 4 |
| 20 | Low knowledge retainment | LKR | 2 |
| 21 | Presenters of CBL developed confidence | PCDC | 1 |
| 22 | Gamification method improved confidence level | GICL | 7 |
| 23 | No difference between the two techniques | NDT | 1 |
Questions included in the survey questionnaire
CBL: case-based learning.
| S. No. | Questions |
| 1 | How would you describe your experience with the gamification form of learning with facilitator 2? |
| 2 | How would you describe your experience with the CBL form of learning with facilitator 1? |
| 3 | What was the difference between the two methodologies? |
| 4 | Which method would you prefer and why? |
| 5 | How has gamification with facilitator 2 impacted your learning? |
| 6 | How has CBL with facilitator 1 impacted your learning? |
| 7 | Which aspect of the traditional learning method with facilitator 1 do you think had the most impact on your learning? |
| 8 | Which aspect of the gamification method with facilitator 2 do you think had the most impact on your learning? |
| 9 | Which type of method will help you remember the topic 10 years from now? |
| 10 | Would you like to add anything else before I conclude? |