Game‐based learning in dental education

Purpose The incorporation of interactive elements using technology increases student enjoyment and classroom learning effectiveness. This study investigated the usage of an online gamification platform in the dental school environment and compared game‐based learning attitudes among students in diff...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Journal of dental education 2023-05, Vol.87 (5), p.686-693
Hauptverfasser: Nguyen, Linh M., Le, Cynthia, Lee, Vivien D.
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 693
container_issue 5
container_start_page 686
container_title Journal of dental education
container_volume 87
creator Nguyen, Linh M.
Le, Cynthia
Lee, Vivien D.
description Purpose The incorporation of interactive elements using technology increases student enjoyment and classroom learning effectiveness. This study investigated the usage of an online gamification platform in the dental school environment and compared game‐based learning attitudes among students in different stages of their 4‐year training program. Methods A cross‐sectional survey was conducted among dental medicine students in Years: 1 (Y1), 2 (Y2), 3 (Y3), and 4 (Y4) at a US‐based dental school. The 11‐item survey explored student perceptions on the effects of playing the Kahoots quiz game, using the 5‐point Likert scale. Responses among male and female students were analyzed using the Mann–Whitney test, with responses of students in different years of dental school analyzed using the Kruskal–Wallis test. Results Average student age was 25 (range 20–45 years) upon starting dental school. Of 206 study participants, n = 129 (63%) were males and n = 74 (36%) females, n = 70 (34.0%) were Y1; n = 52 (25.2%), Y2; n = 48 (23.3%), Y3; and n = 36 (17.5%), Y4. Males tried harder to answer game questions than females (p = 0.027). Compared to students in the upper 3 years, the Y1 students reported that they tried harder to win (p = 0.002), the games held (p = 0.002) and motivated them to pay attention (p 
doi_str_mv 10.1002/jdd.13179
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_2769372743</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2769372743</sourcerecordid><originalsourceid>FETCH-LOGICAL-c3609-2e7b078829d2d99d25acbe51b28b7cda6ce1ac3f86de4cac0106cd31b8f518763</originalsourceid><addsrcrecordid>eNp1kLtOwzAUQC0EoqUw8AMoIx3S-pH6MaIWCqgSC8yWHzcoVR4lboS69RP4Rr4EQwobi6-se-4ZDkKXBE8IxnS69n5CGBHqCA2JYjgVkoljNIw7mmLGxACdhbCOX5Vl9BQNGOcqHqghGi9NBZ_7D2sC-KQE09ZF_ZoUdeKh3poyAd85sy2a-hyd5KYMcHGYI_Ryd_s8v09XT8uH-c0qdYxjlVIQFgspqfLUq_jMjLMwI5ZKK5w33AExjuWSe8iccZhg7jwjVuYzIgVnI3Tdezdt89ZB2OqqCA7K0tTQdEFTwRUTVGQsouMedW0TQgu53rRFZdqdJlh_l9GxjP4pE9mrg7azFfg_8jdFBKY98F6UsPvfpB8Xi175Bb5IbJ0</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2769372743</pqid></control><display><type>article</type><title>Game‐based learning in dental education</title><source>MEDLINE</source><source>Wiley Online Library All Journals</source><creator>Nguyen, Linh M. ; Le, Cynthia ; Lee, Vivien D.</creator><creatorcontrib>Nguyen, Linh M. ; Le, Cynthia ; Lee, Vivien D.</creatorcontrib><description>Purpose The incorporation of interactive elements using technology increases student enjoyment and classroom learning effectiveness. This study investigated the usage of an online gamification platform in the dental school environment and compared game‐based learning attitudes among students in different stages of their 4‐year training program. Methods A cross‐sectional survey was conducted among dental medicine students in Years: 1 (Y1), 2 (Y2), 3 (Y3), and 4 (Y4) at a US‐based dental school. The 11‐item survey explored student perceptions on the effects of playing the Kahoots quiz game, using the 5‐point Likert scale. Responses among male and female students were analyzed using the Mann–Whitney test, with responses of students in different years of dental school analyzed using the Kruskal–Wallis test. Results Average student age was 25 (range 20–45 years) upon starting dental school. Of 206 study participants, n = 129 (63%) were males and n = 74 (36%) females, n = 70 (34.0%) were Y1; n = 52 (25.2%), Y2; n = 48 (23.3%), Y3; and n = 36 (17.5%), Y4. Males tried harder to answer game questions than females (p = 0.027). Compared to students in the upper 3 years, the Y1 students reported that they tried harder to win (p = 0.002), the games held (p = 0.002) and motivated them to pay attention (p &lt; 0.001), helped them understand (p = 0.021) and to retain lecture concepts (p = 0.010), and aided in the preparation for exams (p = 0.010). Conclusions Dental students in all stages of their 4‐year training programs, especially Y1 students, reported positive perceptions of gamified learning and believed that it was helpful in identifying difficult concepts and motivating them to study.</description><identifier>ISSN: 0022-0337</identifier><identifier>EISSN: 1930-7837</identifier><identifier>DOI: 10.1002/jdd.13179</identifier><identifier>PMID: 36691319</identifier><language>eng</language><publisher>United States</publisher><subject>Adult ; Cross-Sectional Studies ; Curriculum ; Education, Dental ; educational technology ; Female ; gamification classroom ; Humans ; Kahoot ; Learning ; Male ; Middle Aged ; online quiz platform ; postgraduate lectures ; science education ; Students ; Young Adult</subject><ispartof>Journal of dental education, 2023-05, Vol.87 (5), p.686-693</ispartof><rights>2023 American Dental Education Association.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c3609-2e7b078829d2d99d25acbe51b28b7cda6ce1ac3f86de4cac0106cd31b8f518763</citedby><cites>FETCH-LOGICAL-c3609-2e7b078829d2d99d25acbe51b28b7cda6ce1ac3f86de4cac0106cd31b8f518763</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1002%2Fjdd.13179$$EPDF$$P50$$Gwiley$$H</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1002%2Fjdd.13179$$EHTML$$P50$$Gwiley$$H</linktohtml><link.rule.ids>314,780,784,1417,27924,27925,45574,45575</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/36691319$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Nguyen, Linh M.</creatorcontrib><creatorcontrib>Le, Cynthia</creatorcontrib><creatorcontrib>Lee, Vivien D.</creatorcontrib><title>Game‐based learning in dental education</title><title>Journal of dental education</title><addtitle>J Dent Educ</addtitle><description>Purpose The incorporation of interactive elements using technology increases student enjoyment and classroom learning effectiveness. This study investigated the usage of an online gamification platform in the dental school environment and compared game‐based learning attitudes among students in different stages of their 4‐year training program. Methods A cross‐sectional survey was conducted among dental medicine students in Years: 1 (Y1), 2 (Y2), 3 (Y3), and 4 (Y4) at a US‐based dental school. The 11‐item survey explored student perceptions on the effects of playing the Kahoots quiz game, using the 5‐point Likert scale. Responses among male and female students were analyzed using the Mann–Whitney test, with responses of students in different years of dental school analyzed using the Kruskal–Wallis test. Results Average student age was 25 (range 20–45 years) upon starting dental school. Of 206 study participants, n = 129 (63%) were males and n = 74 (36%) females, n = 70 (34.0%) were Y1; n = 52 (25.2%), Y2; n = 48 (23.3%), Y3; and n = 36 (17.5%), Y4. Males tried harder to answer game questions than females (p = 0.027). Compared to students in the upper 3 years, the Y1 students reported that they tried harder to win (p = 0.002), the games held (p = 0.002) and motivated them to pay attention (p &lt; 0.001), helped them understand (p = 0.021) and to retain lecture concepts (p = 0.010), and aided in the preparation for exams (p = 0.010). Conclusions Dental students in all stages of their 4‐year training programs, especially Y1 students, reported positive perceptions of gamified learning and believed that it was helpful in identifying difficult concepts and motivating them to study.</description><subject>Adult</subject><subject>Cross-Sectional Studies</subject><subject>Curriculum</subject><subject>Education, Dental</subject><subject>educational technology</subject><subject>Female</subject><subject>gamification classroom</subject><subject>Humans</subject><subject>Kahoot</subject><subject>Learning</subject><subject>Male</subject><subject>Middle Aged</subject><subject>online quiz platform</subject><subject>postgraduate lectures</subject><subject>science education</subject><subject>Students</subject><subject>Young Adult</subject><issn>0022-0337</issn><issn>1930-7837</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNp1kLtOwzAUQC0EoqUw8AMoIx3S-pH6MaIWCqgSC8yWHzcoVR4lboS69RP4Rr4EQwobi6-se-4ZDkKXBE8IxnS69n5CGBHqCA2JYjgVkoljNIw7mmLGxACdhbCOX5Vl9BQNGOcqHqghGi9NBZ_7D2sC-KQE09ZF_ZoUdeKh3poyAd85sy2a-hyd5KYMcHGYI_Ryd_s8v09XT8uH-c0qdYxjlVIQFgspqfLUq_jMjLMwI5ZKK5w33AExjuWSe8iccZhg7jwjVuYzIgVnI3Tdezdt89ZB2OqqCA7K0tTQdEFTwRUTVGQsouMedW0TQgu53rRFZdqdJlh_l9GxjP4pE9mrg7azFfg_8jdFBKY98F6UsPvfpB8Xi175Bb5IbJ0</recordid><startdate>202305</startdate><enddate>202305</enddate><creator>Nguyen, Linh M.</creator><creator>Le, Cynthia</creator><creator>Lee, Vivien D.</creator><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope></search><sort><creationdate>202305</creationdate><title>Game‐based learning in dental education</title><author>Nguyen, Linh M. ; Le, Cynthia ; Lee, Vivien D.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c3609-2e7b078829d2d99d25acbe51b28b7cda6ce1ac3f86de4cac0106cd31b8f518763</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Adult</topic><topic>Cross-Sectional Studies</topic><topic>Curriculum</topic><topic>Education, Dental</topic><topic>educational technology</topic><topic>Female</topic><topic>gamification classroom</topic><topic>Humans</topic><topic>Kahoot</topic><topic>Learning</topic><topic>Male</topic><topic>Middle Aged</topic><topic>online quiz platform</topic><topic>postgraduate lectures</topic><topic>science education</topic><topic>Students</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Nguyen, Linh M.</creatorcontrib><creatorcontrib>Le, Cynthia</creatorcontrib><creatorcontrib>Lee, Vivien D.</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>Journal of dental education</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Nguyen, Linh M.</au><au>Le, Cynthia</au><au>Lee, Vivien D.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Game‐based learning in dental education</atitle><jtitle>Journal of dental education</jtitle><addtitle>J Dent Educ</addtitle><date>2023-05</date><risdate>2023</risdate><volume>87</volume><issue>5</issue><spage>686</spage><epage>693</epage><pages>686-693</pages><issn>0022-0337</issn><eissn>1930-7837</eissn><abstract>Purpose The incorporation of interactive elements using technology increases student enjoyment and classroom learning effectiveness. This study investigated the usage of an online gamification platform in the dental school environment and compared game‐based learning attitudes among students in different stages of their 4‐year training program. Methods A cross‐sectional survey was conducted among dental medicine students in Years: 1 (Y1), 2 (Y2), 3 (Y3), and 4 (Y4) at a US‐based dental school. The 11‐item survey explored student perceptions on the effects of playing the Kahoots quiz game, using the 5‐point Likert scale. Responses among male and female students were analyzed using the Mann–Whitney test, with responses of students in different years of dental school analyzed using the Kruskal–Wallis test. Results Average student age was 25 (range 20–45 years) upon starting dental school. Of 206 study participants, n = 129 (63%) were males and n = 74 (36%) females, n = 70 (34.0%) were Y1; n = 52 (25.2%), Y2; n = 48 (23.3%), Y3; and n = 36 (17.5%), Y4. Males tried harder to answer game questions than females (p = 0.027). Compared to students in the upper 3 years, the Y1 students reported that they tried harder to win (p = 0.002), the games held (p = 0.002) and motivated them to pay attention (p &lt; 0.001), helped them understand (p = 0.021) and to retain lecture concepts (p = 0.010), and aided in the preparation for exams (p = 0.010). Conclusions Dental students in all stages of their 4‐year training programs, especially Y1 students, reported positive perceptions of gamified learning and believed that it was helpful in identifying difficult concepts and motivating them to study.</abstract><cop>United States</cop><pmid>36691319</pmid><doi>10.1002/jdd.13179</doi><tpages>8</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 0022-0337
ispartof Journal of dental education, 2023-05, Vol.87 (5), p.686-693
issn 0022-0337
1930-7837
language eng
recordid cdi_proquest_miscellaneous_2769372743
source MEDLINE; Wiley Online Library All Journals
subjects Adult
Cross-Sectional Studies
Curriculum
Education, Dental
educational technology
Female
gamification classroom
Humans
Kahoot
Learning
Male
Middle Aged
online quiz platform
postgraduate lectures
science education
Students
Young Adult
title Game‐based learning in dental education
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-08T05%3A40%3A57IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Game%E2%80%90based%20learning%20in%20dental%20education&rft.jtitle=Journal%20of%20dental%20education&rft.au=Nguyen,%20Linh%20M.&rft.date=2023-05&rft.volume=87&rft.issue=5&rft.spage=686&rft.epage=693&rft.pages=686-693&rft.issn=0022-0337&rft.eissn=1930-7837&rft_id=info:doi/10.1002/jdd.13179&rft_dat=%3Cproquest_cross%3E2769372743%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2769372743&rft_id=info:pmid/36691319&rfr_iscdi=true