[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-600265-105":59,"doc-detail-600265-en":129},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":122,"head_meta":124,"extra_data":126,"updated_unix":128},105,"en","comparison-of-the-efficacy-between-game-based-learning-and-pamphlet-on-enhancing-recognition-of-common-cutaneous-malignancies-in-thai-younger-adults","Comparison of the efficacy between game-based learning and pamphlet on enhancing recognition of common cutaneous malignancies in Thai younger adults","","Cutaneous malignancy is a leading cause of cancer-related morbidities and mortalities, making early recognition and patient self-screening important. This multi-center quasi-experimental study compared game-based learning (GBL) delivered with Wordwall versus a digital pamphlet to improve recognition and fundamental knowledge among Thai younger adults. Participants were randomly assigned in a 1:1 ratio and evaluated with pre/post multiple-choice tests and intervention satisfaction measures.",{"@graph":69,"@context":121},[70,84,104],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":35,"@type":76,"position":81},"https://docshare.wps.com/document/healthcare/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/comparison-of-the-efficacy-between-game-based-learning-and-pamphlet-on-enhancing-recognition-of-common-cutaneous-malignancies-in-thai-younger-adults/600265/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":98,"encodingFormat":97,"isAccessibleForFree":99,"interactionStatistic":100},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/comparison-of-the-efficacy-between-game-based-learning-and-pamphlet-on-enhancing-recognition-of-common-cutaneous-malignancies-in-thai-younger-adults/600265.png","ImageObject",300,407,{"name":92,"@type":93},"RuangKosong","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-15",true,{"@type":101,"interactionType":102,"userInteractionCount":4},"InteractionCounter",{"@type":103},"ViewAction",{"@type":105,"mainEntity":106},"FAQPage",[107,113,117],{"name":108,"@type":109,"acceptedAnswer":110},"What did the study compare to improve recognition of cutaneous malignancies?","Question",{"text":111,"@type":112},"It compared game-based learning (GBL) using Wordwall against a digital pamphlet, focusing on recognition and fundamental knowledge of common cutaneous malignancies.","Answer",{"name":114,"@type":109,"acceptedAnswer":115},"How were participants assigned and how were knowledge outcomes measured?",{"text":116,"@type":112},"Participants were recruited and randomly assigned to a game group or pamphlet group in a 1:1 ratio. Knowledge was assessed with pre- and post-intervention tests using ten multiple-choice questions.",{"name":118,"@type":109,"acceptedAnswer":119},"What were the study findings for the game group versus the pamphlet group?",{"text":120,"@type":112},"The game group showed a greater increase in knowledge scores and higher recognition performance, alongside high overall satisfaction with the intervention.","https://schema.org",{"og:url":83,"og:type":123,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":125,"canonical":83},"index,follow",{"doc_id":127,"site_id":62},600265,1792090355,{"code":4,"msg":5,"data":130},{"doc_id":127,"user_id":131,"nickname":92,"user_avatar":132,"doc_module":4,"category_id":34,"category_name":35,"doc_title":65,"doc_description":67,"doc_content":133,"file_id":134,"file_url":135,"file_type":136,"file_size":137,"view_count":4,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":52,"language":138,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":139,"faqs":140,"seo_title":141,"seo_description":67,"update_tm":128,"read_time":142},962090883219,"https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","Contemporary Educational Technology, 2023, 15(2), ep419  \n ISSN: 1309-517X (Online)   \n OPEN ACCESS  Research Article  \nComparison of the efficacy between game-based learning and pamphlet on enhancing recognition of common cutaneous malignancies in Thai younger adults  \nDichitchai Mettarikanon 1  \n 0000-0002-0035-6205  \nWeeratian Tawanwongsri 2*  \n 0000-0002-1949-7323  \nAdisak Wanchai 3  \n 0000-0001-8281-948X  \nNaparat Chookerd 4, 5  \n 0000-0001-6541-0017  \n1 Division of Digital Content and Media, School of Informatics, Walailak University, Nakhon Si Thammarat, THAILAND  \n2 Division of Dermatology, Department of Internal Medicine, School of Medicine, Walailak University, Nakhon Si Thammarat, THAILAND  \n3 Department of Community Public Health, Faculty of Science and Technology, Hatyai University, Songkhla, THAILAND  \n4 Department of Information Management, School of Informatics, Walailak University, Nakhon Si Thammarat, THAILAND  \n5 Informatic Innovation Center of Excellence, Walailak University, Nakhon Si Thammarat, THAILAND  \n* [Corresponding author:](Corresponding author: weeratian.ta@gmail.com)[ weeratian.ta@gmail.com](Corresponding author: weeratian.ta@gmail.com)  \nCitation: Mettarikanon, D., Tawanwongsri, W., Wanchai, A., & Chookerd, N. (2023) . Comparison of the efficacy between game-based learning and pamphlet on enhancing recognition of common cutaneous malignancies in Thai younger adults. Contemporary Educational Technology, 15(2), ep419. [https://doi.org/10.30935/cedtech/13013](https://doi.org/10.30935/cedtech/13013)  \nARTICLE INFO ABSTRACT  \nReceived: 7 Jan 2023 Cutaneous malignancy is one of the leading causes of cancer-related morbidities and mortalities.  \nAccepted: 26 Feb 2023 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 ofthe 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 pvalue \u003C0.001 . 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.  \nKeywords: game-based learning, cutaneous malignancy, pamphlet, game education, skin cancer  \nINTRODUCTION  \nCutaneous malignancies, the leading cause of morbidity and mortality, have recently increased in incidence worldwide (Urban et al., 2021) . The three common forms of skin cancer include basal cell carcinoma, squamous cell carcinoma, and ","cbCairTyw5V2pQKz","https://ap.wps.com/l/cbCairTyw5V2pQKz","pdf",311880,"English","# Abstract\n# Introduction\n# Methods\n## Study design\n## Participants and groups\n## Intervention\n## Outcome measures\n# Results\n# Discussion\n# Conclusion","[{\"question\":\"What did the study compare to improve recognition of cutaneous malignancies?\",\"answer\":\"It compared game-based learning (GBL) using Wordwall against a digital pamphlet, focusing on recognition and fundamental knowledge of common cutaneous malignancies.\"},{\"question\":\"How were participants assigned and how were knowledge outcomes measured?\",\"answer\":\"Participants were recruited and randomly assigned to a game group or pamphlet group in a 1:1 ratio. Knowledge was assessed with pre- and post-intervention tests using ten multiple-choice questions.\"},{\"question\":\"What were the study findings for the game group versus the pamphlet group?\",\"answer\":\"The game group showed a greater increase in knowledge scores and higher recognition performance, alongside high overall satisfaction with the intervention.\"}]","Comparison of the efficacy between game-based learning and pamphlet on enhancing recognition of common cutaneous malignancies in Thai younger adults | PDF",25]