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Enhancing Identification in Cytology Students through Gamification. | LitMetric

Enhancing Identification in Cytology Students through Gamification.

J Cytol

Centre for Medical Laboratory Technology Studies, Faculty of Health Sciences, Universiti Teknologi MARA, Selangor Branch, Puncak Alam Campus, Puncak Alam, Selangor, Malaysia.

Published: April 2024

AI Article Synopsis

  • * 50 students were divided into three groups where one used the interactive game, another watched a video lecture, and the third experienced both methods; their knowledge was assessed before and after the interventions.
  • * The results showed significant knowledge improvement in the groups that played the game and watched the lecture, although no major differences were found in knowledge scores across the groups as a whole.

Article Abstract

Background And Objective: is a causative agent of trichomoniasis, a sexually transmitted disease. In the cytology course context, students are taught to identify the cytomorphological characteristics of this organism. However, the limited learning period hinders their ability to recognize this infection effectively. This study intended to evaluate the efficacy of gamification by utilizing a web-based online game to enhance students' capacity to recognize infection in cytology.

Materials And Methods: The study involved 50 Medical Laboratory Technology students who were randomly assigned to three groups. Group 1 (G1) participants received an interactive web-based online game called CytoUniverse, which comprised three components: a story-based game, a cytomorphology game, and a quiz focusing on infection in cytology. Group 2 (G2) participants received the same information from a video lecture. Group 3 (G3) received both the web-based online game and the video lecture. The participants were assessed before the intervention (T1) and after the intervention (T2) to measure the effectiveness of the respective learning methods. IBM SPSS version 28 and GraphPad Prism version 9.0 were used to collect, tabulate, and analyze the data. By using descriptive analysis, the normality of the data was checked. Knowledge score and age were described as mean and standard deviation (SD) for numerical data. On the contrary, the categorical data, such as gender and group categories, were reported as frequencies and percentages. Fisher's exact test, paired -test, and one-way ANOVA test were used in this study to determine the significance between groups.

Results: The study's results indicated a statistically significant improvement ( < 0.05) in knowledge scores at T2 compared to T1 for both G1 and G2 when compared to G3. However, there were no significant differences in knowledge scores between all groups for T1 or T2.

Conclusions: In conclusion, gamification through a web-based online game may improve understanding of infection. It looks to be a promising strategy for boosting students' knowledge and awareness to recognize infection in cytology.

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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC11108030PMC
http://dx.doi.org/10.4103/joc.joc_110_23DOI Listing

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