Evidence map›Paper›PMID 38031011›Full record

ArticleBMC medical education2023

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

Mohsen Masoumian Hosseini, Zahra Sadat Manzari, Azam Gazerani, Seyedeh Toktam Masoumian Hosseini, Akram Gazerani, Mehrdad Rohaninasab

Open access · goldAbstract readMulticenter Study
In one paragraph

Article in BMC medical education, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
4.4field-weighted citation impact, top 5% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 14 citations in OpenAlex.

  1. Trial
  2. Article
  3. Article
  4. Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 4 institutions in 2 countries.

Mohsen Masoumian HosseiniDepartment of E-Learning in Medical Science, Tehran University of Medical Sciences, Tehran, Iran.
Zahra Sadat ManzariNursing and Midwifery Care Research Center, Mashhad University of Medical Sciences, Mashhad, Iran. manzariz@mums.ac.ir.
Azam GazeraniDepartment of Nursing, Neyshabur University of Medical Sciences, Neyshabur, Iran.
Seyedeh Toktam Masoumian HosseiniCyberPatient Research Affiliate, Interactive Health International, Department of Surgery, University of British Columbia, Vancouver, Canada.
Akram GazeraniStudent Research Committee, School of Nursing and Midwifery, Mashhad University of Medical Sciences, Mashhad, Iran. Gazrania991@mums.ac.ir.
Mehrdad RohaninasabDepartment of Operating Room, Neyshabur University of Medical Sciences, Neyshabur, Iran.
Iranshahr University · IRMashhad University of Medical Sciences · IRUniversity of British Columbia · CAUniversity of Neyshabur · IR

Funding

Mashhad University of Medical Sciences 4001450
6 · The paper itself

Abstract

introductionSurgery 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.

methodThe 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.

resultThe 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.

conclusionIn this study, gamification has turned out to be very effective in helping learners learn practical skills and leading to more sustainable learning.

Indexed as

Operating RoomsStudentsCross-Over StudiesHumansLearningSurgical InstrumentsCrossoverGameOperating roomOSCEPerformance retentionSurgical instrumentSurgical setsSurgical technology studentsTraditional teaching

Identifiers

PMID38031011
PMCPMC10688061
OpenAlexW4389136018

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.