Background: The use of serious games in medical education provides a bridge between rapidly developing technology and traditional health-care teaching. Building on a promising web-based serious game for reviewing and acquiring factual knowledge in dental education, the present study investigated the benefits of a dual-player mode and various game options for enhancing knowledge gain and study motivation.
Methods: Before the intervention, students' dental knowledge and game experience were assessed using a pre-knowledge test and questionnaire-based self-assessment. Students in the clinical study phase (n = 57) were stratified based on prior knowledge and gender and then randomly assigned to two groups, with two player modes: single player (SP) and dual player (DP). In the SP group, each participant played alone, whereas in the DP group, the participants played against a previously determined peer. For a period of 4 weeks, the students were able to playfully acquire knowledge from the field of operative dentistry using METIS, a serious game application with three different game options (Marathon, Sprint, and Time). After the intervention phase, both groups completed a post-knowledge test. The usability of the serious game was evaluated with a self-assessment questionnaire.
Results: The competitive game mode (DP mode; M = 8.92, SD = 1.85) resulted in an increase in the factual knowledge test that was a mean of 2.49 points higher than the SP mode (M = 5.89, SD = 2.19; p < 0.001). The DP group also found the game significantly more helpful for learning (p = 0.04) and engaged more with the teaching content because of the app (p = 0.04). Overall, the usability of METIS was rated as excellent, and students successfully improved their knowledge of dentistry after game play with both game modes (SP, DP, p < 0.001), with the game option "Marathon," which involves playing the largest number of questions, being the most preferred.
Conclusions: These results suggest that serious games such as METIS are a suitable educational medium for increasing students' knowledge and interest in the field, and that competition with peers provides even greater motivation to engage with the learning content.
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http://dx.doi.org/10.1186/s12909-024-05884-3 | DOI Listing |
Disabil Rehabil Assist Technol
January 2025
Department of Medical Informatics, School of Medicine, Mashhad University of Medical Sciences, Mashhad, Iran.
This study explores the integration of telerehabilitation, virtual reality, and serious games technologies in addressing physical disabilities. Specifically, it focuses on game-based telerehabilitation for patients with stroke, Parkinson's disease, and multiple sclerosis undergoing home-based rehabilitation. Utilising the PICO approach, a search in Scopus and PubMed until February 21st, 2024, identified 31 relevant English articles out of 258 initially considered.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Interactive Visualization and Virtual Reality, Faculty of Engineering, University of Talca, Talca, Chile.
Background: Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infections, and promote adherence to sexual health treatments, such as antiretroviral therapy. The ubiquity of mobile devices enhances access to such tools, increasing the effectiveness of video games as agents of change.
View Article and Find Full Text PDFHeliyon
January 2025
Department of Clinical Psychology, School of Behavioral Sciences and Mental Health (Tehran Institute of Psychiatry), Iran University of Mental Science, Tehran, Iran.
Background: Autistic children often face difficulties with semantic skills such as receptive lexicon. Games based on behavioral principles have been emphasized for treating autistic children. Serious Games are a new and effective way to alleviate deficits in autistic children.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Interaction Design, National Taipei University of Technology, Rm.701-4, Design Building, No.1, Sec.3, Chung-hsiao E. Rd, Taipei, 10608, Taiwan, 886 912-595408, 886 2-87732913.
Background: Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.
Objective: Tongue training has been proven helpful for dysphagia treatment.
Nurse Educ Today
December 2024
Eskişehir Osmangazi University, Faculty of Health Sciences, Midwifery Department, Meşelik Campus, Eskişehir, Turkey.
Background: The skills required to safely manage vaginal breech birth are declining among healthcare professionals, while midwifery students have limited practice opportunities due to its rarity. Innovative techniques, such as simulation and gamification, have the potential to enhance the acquisition of these essential skills.
Aim: This study has two aims.
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