2023
DOI: 10.1186/s12909-023-04498-5
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Assessment and evaluation of a serious game for teaching factual knowledge in dental education

Abstract: Objectives A serious game application was developed to train factual knowledge and for self-assessment. The aim of the present study was to compare the effects of a game application (intervention group) or paper scripts (control group) on knowledge acquisition and to evaluate the acceptance of the new application among dental students. Methods The 4th semester students of the second preclinical prosthodontics course were randomly assigned to one of… Show more

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Cited by 4 publications
(3 citation statements)
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“…In several studies, students have reported that gamification enhances their interest in the course subject, knowledge acquisition, and retention, emphasizing the most critical aspect of the lesson for review [ 20 ]. Similar to the current study, high levels of user satisfaction and perception were reported in other studies using game-based learning for learning orofacial spaces [ 9 ], oral histology [ 6 ], factual knowledge [ 21 ], and clinical communication [ 13 ]. Tantawi et al [ 22 ] reported that gamification significantly improved dental students' academic writing scores; however, their writing satisfaction and self-perceived improvement were modest.…”
Section: Discussionsupporting
confidence: 87%
“…In several studies, students have reported that gamification enhances their interest in the course subject, knowledge acquisition, and retention, emphasizing the most critical aspect of the lesson for review [ 20 ]. Similar to the current study, high levels of user satisfaction and perception were reported in other studies using game-based learning for learning orofacial spaces [ 9 ], oral histology [ 6 ], factual knowledge [ 21 ], and clinical communication [ 13 ]. Tantawi et al [ 22 ] reported that gamification significantly improved dental students' academic writing scores; however, their writing satisfaction and self-perceived improvement were modest.…”
Section: Discussionsupporting
confidence: 87%
“…Rasa Mladenovic et al found that in the age of COVID-19, serious games involving local anesthesia can improve students’ knowledge and skills as an additional e-learning tool [ 35 ]. Lemos et al found that serious play can lead to positive perceptions, can be used to motivate students to learn, and can achieve better learning outcomes than traditional learning [ 36 ]. In our study, the teaching effect of using the virtual simulation platform was marginally inferior to that of traditional offline skills training in terms of practical skills, which was potentially attributed to incomplete content coverage in the early stages of platform development and students’ unfamiliarity with the system.…”
Section: Discussionmentioning
confidence: 99%
“…Pembahasan manfaat penggunaan media digital dalam pembelajaran di kelas dibahas pada beberapa penelitian terdahulu. Penelitian [8][9] menjelaskan penggunaan media digital dapat memotivasi siswa dalam pembelajaran. Motivasi ditunjukkan dengan peningkatan minat dan semangat siswa mempelajari materi melalui media digital.…”
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