BACKGROUND
Compared with a conventional patient education in cutaneous malignancies using pamphlet, game-based learning (GBL) is potential for facilitate the development of recognition skills.
OBJECTIVE
To appraise the effectiveness of GBL, using Wordwall, to enhance recognition of common cutaneous malignancies compared to a digital pamphlet among adult Thai populations.
METHODS
Participants were recruited and randomly assigned into a game group and a pamphlet group with a 1:1 ratio. Pre- and post-intervention knowledge tests were performed. In the game group, participants were allowed to play the game online for 5 days and their recognition scores were recorded. Moreover, the satisfaction surveys were completed at the end of the study.
RESULTS
A total of 94 participants were included, 60 (63.8%) were female. The mean age was 19.8 years (SD 0.8). An increase in knowledge scores was not significantly different between these two groups. In the game group, the mean of best recognition scores (13.89, SD 2.83) was significantly higher than that of first recognition scores (9.53, SD 2.48) with a p-value <0.001. The overall satisfaction was 4.41 (SD 0.57).
CONCLUSIONS
This study suggests the potentiality of GBL to enhance knowledge and recognition performances of common cutaneous malignancies with high satisfaction. Embedding this effective GBL in the primary prevention of cutaneous malignancies might be a promising option to prevent unfavorable clinical consequences.
CLINICALTRIAL
Thai Clinical Trials Registry 20220223002; http://www.thaiclinicaltrials.org/show/TCTR20220223002