Cutaneous malignancy is one of the leading causes of cancer-related morbidities and mortalities. Patient self-screening is helpful for early detection. Among educational pedagogies, game-based learning (GBL) has received increasing attention in recent years. We appraised the effectiveness of GBL, using Wordwall, to enhance cognitive performances pertaining to fundamental knowledge of cutaneous malignancies and perspectives on the intervention compared with a digital pamphlet. This multi-center study utilized a quasi-experimental research design and was conducted between February and April 2022. Participants were recruited and randomly assigned into a game group and a pamphlet group with a 1:1 ratio. Fundamental knowledge of cutaneous malignancies was assessed with pre- and post-intervention tests consisting of ten multiple choice questions with four alternative answers. These tests asked about prominent or pathognomonic features of cutaneous malignancies. During the five-day intervention period, recognition scores of participants in the game group were recorded. Perspectives on the interventions were also collected for analysis. A total of 94 participants were included, 60 (63.8%) were female. The mean age was 19.8 years (standard deviation [SD]=0.8). The increase in knowledge scores of the participants in the game group and pamphlet group was 2.57 (SD=1.30) and 2.36 (SD=1.52), respectively. In the game group, the mean best recognition score (13.89, SD=2.83) was significantly higher than the mean first recognition score (9.53, SD=2.48) with a p-value <0.001. The overall satisfaction among the participants in the game group and pamphlet group was 4.41 (SD=0.57) and 4.23 (SD=0.59), respectively. This study suggests potentiality of GBL to enhance knowledge and recognition performances of common cutaneous malignancies with high satisfaction. Embedding this approach in the primary prevention of cutaneous malignancies might be a promising option to prevent cancer-related morbidities and mortalities.
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
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