Absolute Event Rate: 19.07% vs 13.13%
p-value: p=<0.001
Various active learning, AI, and gamification interventions improve medical education outcomes, student engagement, and competency in healthcare training programs.
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Decision-making Task in Healthy Young Adult males (2026) studied Medical education (Microbiology) (n=182). Team-based learning (TBL) vs. Conventional didactic lectures was evaluated on Post-test scores (p=<0.001).
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