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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...

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Autores principales: Buajeeb, Waranun, Chokpipatkun, Jirachaya, Achalanan, Napas, Kriwattanawong, Nawaphat, Sipiyaruk, Kawin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2023
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.
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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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