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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Journal of Dental Ed...arrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
Journal of Dental Education
Article . 2023 . Peer-reviewed
License: Wiley Online Library User Agreement
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Game‐based learning in dental education

Authors: Linh M, Nguyen; Cynthia, Le; Vivien D, Lee;

Game‐based learning in dental education

Abstract

AbstractPurposeThe 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.MethodsA 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.ResultsAverage 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 < 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).ConclusionsDental 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.

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Keywords

Male, Adult, Young Adult, Cross-Sectional Studies, Humans, Learning, Female, Curriculum, Middle Aged, Students, Education, Dental

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
22
Top 10%
Top 10%
Top 10%
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