4.6 Article

Puzzle game-based learning: a new approach to promote learning of principles of coronary artery bypass graft surgery

Journal

BMC MEDICAL EDUCATION
Volume 23, Issue 1, Pages -

Publisher

BMC
DOI: 10.1186/s12909-023-04156-w

Keywords

Surgical technologist; Knowledge; Cognitive function; Coronary bypass surgery; Game-based training; Gamification; Puzzle game; Problem-solving; Reasoning

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This study aimed to investigate the effectiveness of puzzle game-based training in improving the knowledge and cognitive function of surgical technology students in CABG surgery. The results showed that the use of puzzle games significantly improved students' knowledge and cognitive performance in understanding the stages of CABG surgery and the preparation sequence of tools and equipment.
IntroductionSince learning with high educational quality requires an advanced intervention. This study seeks to answer how many puzzles game-based training can improve knowledge and cognitive function of surgical technology students in CABG surgery and its sequence, as well as the tools and equipment used in each stage of surgery and the sequence of their preparation.Materials and methodsThis study was carried out as a quasi-experimental single-group pre-test-post-test, during which, after designing a puzzle game including various stages of surgery (from the preparation of the patient for surgical sutures and the necessary equipment to perform each stage), 18 people from third-year surgical technology students who met the inclusion criteria were entered in the study by convenience sampling method and based on the sample size determined using a similar study and they participated in the test of knowledge and cognitive function, that the validity and reliability were measured, before the intervention and 14 days after the intervention (using a puzzle game). Data were analyzed using descriptive and Wilcoxon statistical tests.ResultsAfter the withdrawal of 2 people, 15 person (93.80 per cent) of the students were female, the average age of students was 21.87 +/- 0.71 years, and 50% (8 people) of them were 22 years old. Also, the average score of the end-of-semester exam of the heart surgery technology course was 15.19 +/- 2.30 (the lowest score was 11.25, and the highest score was 18.63), and the score of 43.80% (7 people) of them were in the range of 15.01-17.70, and their average of grade point average was 17.31 +/- 1.10 (the lowest grade point average is 15 and the highest grade point average is 19.36) and grade point average 75% (11 people) of students were 16-18. The average scores of knowledge(5.75 +/- 1.65 vs. 2.68 +/- 0.79) and cognitive performance(6.31 +/- 2.57 vs. 2.00 +/- 1.09) of students in the post-intervention phase were significantly higher than the pre-intervention phase (P < 0.0001).ConclusionThe results of the present study showed that the use of puzzle games in CABG surgery training led to a significant improvement in the knowledge and cognitive performance of surgical technology students regarding the stages of CABG surgery and its sequence, as well as the tools and equipment used in each stage of surgery and the sequence of their preparation.

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