Background: Although gamification increases user engagement, its effectiveness in point-of-care ultrasound training may yet to be fully established. This study was conducted with the primary outcome of evaluating its effectiveness in point-of-care ultrasound training workshop as compared to conventional face-to-face learning.
Methods: Participants (who were junior doctors between 2 – 4 years of clinical experience) were randomized into either the (1) gamification or the (2) face-to-face learning arms. Similar educational intervention was implemented to participants in both arms but the in-gamification arm, the theory assessment was administered in the form of live quizzes with real time leaderboards, and the practical assessment was administered in the form of 3 games, i.e., ultrasound minefield, ultrasound pong and ultrasound game. Pre-test, post-test and 2 months post-training theory and practical assessments were conducted.
Results: A total 32 junior doctors participated in this study (16 participants in each arm). For theory assessment, paired student’s t-test showed significant improvement in both face-to-face learning (pre-test score: 12.38 vs post-test score: 19.88; 95% CI [5.35, 9.65] p < 0.001) and gamification arms (pre-test score: 13.38 vs post-test score: 20.81; 95% CI [5.93, 8.94] p < 0.001). For the practical assessment, paired student’s t-test showed significant improvement in gamification arm (pre-test score: 12.56 vs post-test score: 18.13; 95% CI [2.44, 8.69] p<0.001) but not the in the face-to-face learning arm (pre-test score: 16.00 vs post-test score: 18.38; 95% CI [-0.17, 4.92] p<0.065). When re-tested 2 months post-training, both face-to-face learning and gamification arms showed significant improvement for both theory and practical assessment.
Conclusions: Gamification approach could be an effective alternative or more effective than face-to-face learning in point-of-care ultrasound training.

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Received 22 Jun, 2020
On 22 Jun, 2020
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Received 31 May, 2020
Received 31 May, 2020
On 26 May, 2020
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Invitations sent on 26 May, 2020
On 26 May, 2020
On 25 May, 2020
On 25 May, 2020
Posted 30 Mar, 2020
Received 10 May, 2020
On 10 May, 2020
Received 04 May, 2020
Received 01 May, 2020
On 19 Apr, 2020
On 15 Apr, 2020
On 14 Apr, 2020
On 13 Apr, 2020
Invitations sent on 12 Apr, 2020
On 03 Apr, 2020
On 27 Mar, 2020
On 27 Mar, 2020
On 20 Mar, 2020
Received 22 Jun, 2020
On 22 Jun, 2020
On 01 Jun, 2020
Received 31 May, 2020
Received 31 May, 2020
On 26 May, 2020
On 26 May, 2020
Invitations sent on 26 May, 2020
On 26 May, 2020
On 25 May, 2020
On 25 May, 2020
Posted 30 Mar, 2020
Received 10 May, 2020
On 10 May, 2020
Received 04 May, 2020
Received 01 May, 2020
On 19 Apr, 2020
On 15 Apr, 2020
On 14 Apr, 2020
On 13 Apr, 2020
Invitations sent on 12 Apr, 2020
On 03 Apr, 2020
On 27 Mar, 2020
On 27 Mar, 2020
On 20 Mar, 2020
Background: Although gamification increases user engagement, its effectiveness in point-of-care ultrasound training may yet to be fully established. This study was conducted with the primary outcome of evaluating its effectiveness in point-of-care ultrasound training workshop as compared to conventional face-to-face learning.
Methods: Participants (who were junior doctors between 2 – 4 years of clinical experience) were randomized into either the (1) gamification or the (2) face-to-face learning arms. Similar educational intervention was implemented to participants in both arms but the in-gamification arm, the theory assessment was administered in the form of live quizzes with real time leaderboards, and the practical assessment was administered in the form of 3 games, i.e., ultrasound minefield, ultrasound pong and ultrasound game. Pre-test, post-test and 2 months post-training theory and practical assessments were conducted.
Results: A total 32 junior doctors participated in this study (16 participants in each arm). For theory assessment, paired student’s t-test showed significant improvement in both face-to-face learning (pre-test score: 12.38 vs post-test score: 19.88; 95% CI [5.35, 9.65] p < 0.001) and gamification arms (pre-test score: 13.38 vs post-test score: 20.81; 95% CI [5.93, 8.94] p < 0.001). For the practical assessment, paired student’s t-test showed significant improvement in gamification arm (pre-test score: 12.56 vs post-test score: 18.13; 95% CI [2.44, 8.69] p<0.001) but not the in the face-to-face learning arm (pre-test score: 16.00 vs post-test score: 18.38; 95% CI [-0.17, 4.92] p<0.065). When re-tested 2 months post-training, both face-to-face learning and gamification arms showed significant improvement for both theory and practical assessment.
Conclusions: Gamification approach could be an effective alternative or more effective than face-to-face learning in point-of-care ultrasound training.

Figure 1

Figure 2
This is a list of supplementary files associated with this preprint. Click to download.
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