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Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students.<\/jats:p><\/jats:sec><jats:sec><jats:title>Methods<\/jats:title><jats:p>Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students\u2019 prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students\u2019 performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions.<\/jats:p><\/jats:sec><jats:sec><jats:title>Results<\/jats:title><jats:p>Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions.<\/jats:p><\/jats:sec><jats:sec><jats:title>Conclusions<\/jats:title><jats:p>The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students\u2019 short and long-term knowledge retention.<\/jats:p><\/jats:sec>","DOI":"10.1186\/1472-6920-13-30","type":"journal-article","created":{"date-parts":[[2013,2,25]],"date-time":"2013-02-25T21:14:09Z","timestamp":1361826849000},"update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":116,"title":["Computer game-based and traditional learning method: a comparison regarding students\u2019 knowledge retention"],"prefix":"10.1186","volume":"13","author":[{"given":"Silmara","family":"Rondon","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Fernanda Chiarion","family":"Sassi","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Claudia Regina","family":"Furquim de Andrade","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"297","published-online":{"date-parts":[[2013,2,25]]},"reference":[{"key":"690_CR1","doi-asserted-by":"publisher","first-page":"373","DOI":"10.1007\/s10459-006-9041-3","volume":"13","author":"NB Berman","year":"2008","unstructured":"Berman NB, Fall LH, Maloney CG, Levine DA: Computer-assisted instruction in clinical education: a roadmap to increasing CAI implementation. 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