The Effect of Modern Teaching Method: Gamification in Orthodontics

March 16, 2026 updated by: Shoaib Rahim, Foundation University Islamabad

The Effect of Gamification on the Knowledge of Removable Appliances in Orthodontics: A Randomized Control Trial

The goal of this clinical trial is to find out if a modern teaching method: Gaming can be used as an effective teaching tool to impart knowledge of orthodontics to final year students of dentistry as compared to another popular teaching method: Large Group Interactive Session (LGIS). Researchers will compare gaming technique to large group interactive session (already used to teach the participants). Half the participants will sit in a LGIS and the other half will play a board game on the same knowledge and comparison will be done on who gained more knowledge using a questionnaire/ test at three time points: 1)before study, 2)during study and 3)after study.

The main question the study aims to answer is :

Is Gamification better than Large group interactive session when teaching difficult topics to final year students of dentistry.

Study Overview

Status

Completed

Intervention / Treatment

Detailed Description

A class of 50 students of final year Dentistry will be randomly divided into two groups: Control Group: LGIS in a lecture hall , Study Group: Gamification in a tutorial room. Both groups will be imparted the same knowledge on the same topic: Removable Appliances in Orthodontics.

The Gamification group will play a specially designed board game the total knowledge gained/retained by both groups at the end will be assessed by a questionnaire

Study Type

Interventional

Enrollment (Actual)

50

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • Federal
      • Islamabad, Federal, Pakistan, 44000
        • Foundation University Islamabad

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

  • Child
  • Adult
  • Older Adult

Accepts Healthy Volunteers

No

Description

Inclusion Criteria:

students of final year BDS, FUCD&H

Exclusion Criteria:

Students absent in class students that don't consent to the research

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Health Services Research
  • Allocation: Randomized
  • Interventional Model: Parallel Assignment
  • Masking: Single

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Other: Study Group: game Group
Modern Teaching Method
Experimental: Control group: LGIS
Large group interactive session
conventionally used teaching method

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
The Gain of Knowledge and Retention of Knowledge through a test
Time Frame: 2 months
The test will have 10 questions and will be scored from 1-10. 1 being minimum score and 10 maximum. If a students gets 1-4 score it will be considered no knowledge has been gained or retained. A score of 5 or more will be considered gain/retention in knowledge
2 months

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Retention of knowledge after gamification vs large group interactive session
Time Frame: 2 months
knowledge retention will be assessed by giving the same test to the students after 1 month and comparing the scores with the previous scores
2 months

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Syeda Hareem Bukhari, BDS, Resident Orthodontics, Foundation University Islamabad

Publications and helpful links

The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.

General Publications

  • Aboalshamat K, Khayat A, Halwani R, Bitan A, Alansari R. The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial. BMC Public Health. 2020 May 13;20(1):680.

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

October 10, 2025

Primary Completion (Actual)

November 10, 2025

Study Completion (Actual)

December 15, 2025

Study Registration Dates

First Submitted

December 29, 2025

First Submitted That Met QC Criteria

March 16, 2026

First Posted (Actual)

March 18, 2026

Study Record Updates

Last Update Posted (Actual)

March 18, 2026

Last Update Submitted That Met QC Criteria

March 16, 2026

Last Verified

December 1, 2025

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

IPD Plan Description

consent was taken from the participants on the basis of confidentialty of data and individual scores the participants got so they cannot be shared

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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