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The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention
BACKGROUND: While serious games seem to be supportive in healthcare education, none of them had been designed to develop competence in diagnosis and treatment planning of oral lesions. Therefore, this research aimed to develop an online simulation-based serious game for training diagnosis and treatm...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10625225/ https://www.ncbi.nlm.nih.gov/pubmed/37924052 http://dx.doi.org/10.1186/s12909-023-04789-x |
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author | Buajeeb, Waranun Chokpipatkun, Jirachaya Achalanan, Napas Kriwattanawong, Nawaphat Sipiyaruk, Kawin |
author_facet | Buajeeb, Waranun Chokpipatkun, Jirachaya Achalanan, Napas Kriwattanawong, Nawaphat Sipiyaruk, Kawin |
author_sort | Buajeeb, Waranun |
collection | PubMed |
description | BACKGROUND: While serious games seem to be supportive in healthcare education, none of them had been designed to develop competence in diagnosis and treatment planning of oral lesions. Therefore, this research aimed to develop an online simulation-based serious game for training diagnosis and treatment planning of oral lesions (SimOL) and to evaluate its educational impact in terms of knowledge improvement and retention. METHODS: As a mandatory task in an oral lesion course, all 28 students were required to participate in SimOL activities. Participants were instructed to complete a pre-knowledge assessment following a one-week washout period prior to the game activity. Subsequent to the game completion, they were tasked to complete a post-knowledge assessment I (Full score = 15) and satisfaction questionnaire. A post-knowledge assessment II was administered a week later to evaluate knowledge retention. RESULTS: The findings demonstrated a significant increase in the assessment scores after interacting with the game (P < 0.001), where the pre- and immediate post-knowledge assessment scores were 8.00 (SD = 2.11) and 11.71 (SD = 2.39), respectively. The game also exhibited a positive impact on knowledge retention, as there was no significant difference between the scores of post-knowledge assessment I and II (P > 0.05). Additionally, students perceived the game as positively in all aspects, although the entertainment aspect achieved a slightly lower score of 3.70 (SD = 0.21), in comparison to the usefulness and ease of use with a score of 4.02 (SD = 0.11) and 4.02 (SD = 0.16), respectively. CONCLUSION: SimOL demonstrated its potential as an effective learning tool for improving and retaining knowledge for diagnosis and treatment planning of oral lesions. The game was perceived positively by dental students in all aspects, however further improvements should prioritize the enhancement of entertaining components. |
format | Online Article Text |
id | pubmed-10625225 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-106252252023-11-05 The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention Buajeeb, Waranun Chokpipatkun, Jirachaya Achalanan, Napas Kriwattanawong, Nawaphat Sipiyaruk, Kawin BMC Med Educ Research BACKGROUND: While serious games seem to be supportive in healthcare education, none of them had been designed to develop competence in diagnosis and treatment planning of oral lesions. Therefore, this research aimed to develop an online simulation-based serious game for training diagnosis and treatment planning of oral lesions (SimOL) and to evaluate its educational impact in terms of knowledge improvement and retention. METHODS: As a mandatory task in an oral lesion course, all 28 students were required to participate in SimOL activities. Participants were instructed to complete a pre-knowledge assessment following a one-week washout period prior to the game activity. Subsequent to the game completion, they were tasked to complete a post-knowledge assessment I (Full score = 15) and satisfaction questionnaire. A post-knowledge assessment II was administered a week later to evaluate knowledge retention. RESULTS: The findings demonstrated a significant increase in the assessment scores after interacting with the game (P < 0.001), where the pre- and immediate post-knowledge assessment scores were 8.00 (SD = 2.11) and 11.71 (SD = 2.39), respectively. The game also exhibited a positive impact on knowledge retention, as there was no significant difference between the scores of post-knowledge assessment I and II (P > 0.05). Additionally, students perceived the game as positively in all aspects, although the entertainment aspect achieved a slightly lower score of 3.70 (SD = 0.21), in comparison to the usefulness and ease of use with a score of 4.02 (SD = 0.11) and 4.02 (SD = 0.16), respectively. CONCLUSION: SimOL demonstrated its potential as an effective learning tool for improving and retaining knowledge for diagnosis and treatment planning of oral lesions. The game was perceived positively by dental students in all aspects, however further improvements should prioritize the enhancement of entertaining components. BioMed Central 2023-11-03 /pmc/articles/PMC10625225/ /pubmed/37924052 http://dx.doi.org/10.1186/s12909-023-04789-x Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Buajeeb, Waranun Chokpipatkun, Jirachaya Achalanan, Napas Kriwattanawong, Nawaphat Sipiyaruk, Kawin The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention |
title | The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention |
title_full | The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention |
title_fullStr | The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention |
title_full_unstemmed | The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention |
title_short | The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention |
title_sort | development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10625225/ https://www.ncbi.nlm.nih.gov/pubmed/37924052 http://dx.doi.org/10.1186/s12909-023-04789-x |
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