Game-based learning in orthodontic education: a systematic review.

IF 2.5 Q2 DENTISTRY, ORAL SURGERY & MEDICINE
Kawin Sipiyaruk, Patricia A Reynolds, Theerasak Nakornnoi, Peerapong Santiwong, Rochaya Chintavalakorn
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引用次数: 0

Abstract

Objective: To evaluate educational impact of game-based learning (GBL) in orthodontic education.

Methods: A systematic search was undertaken across four databases (Scopus, PubMed, ProQuest Dissertations & Theses Global, and Google Scholar) to identify relevant articles published from January 2000 to December 2023. Additionally, the reference lists of identified literature were examined to further search for relevant literature. The last search was performed on 28 January 2024.

Results: Following the article selection process, seven articles were included in this systematic review, comprising four randomized control trials and three questionnaire surveys. Six articles were assessed to have a moderate risk of biases, whereas one research exhibited a low risk of bias. GBL interventions assessed in five articles were designed in digital format, while one study implemented evaluated traditional learning, and another employed a card game format. Two RCTs indicated a greater effectiveness of GBL in enhancing learner performance compared to traditional learning methods, while one article found no significant difference. Across all articles, positive perceptions of GBL were consistently highlighted at both undergraduate and postgraduate levels.

Conclusion: This systematic review supports the potential of GBL in orthodontic education. The implementation of GBL is recommended to integrate entertaining and educational elements, fostering learner performance within engaging learning environments. However, it is imperative to acknowledge that the overall quality of evidence is limited, primarily due to the moderate risk of biases identified in six of the included articles. Consequently, further high-quality experimental studies are required to validate the effectiveness of GBL in orthodontic education.

Abstract Image

正畸教育中的游戏式学习:系统性综述。
目的:评估基于游戏的学习(GBL)对正畸教育的影响:评估基于游戏的学习(GBL)对正畸教育的影响:在四个数据库(Scopus、PubMed、ProQuest Dissertations & Theses Global 和 Google Scholar)中进行了系统检索,以确定 2000 年 1 月至 2023 年 12 月期间发表的相关文章。此外,还研究了已确定文献的参考文献目录,以进一步搜索相关文献。最后一次搜索于 2024 年 1 月 28 日完成:经过文章筛选,本系统综述共纳入七篇文章,其中包括四项随机对照试验和三项问卷调查。经评估,六篇文章存在中度偏倚风险,一项研究存在低度偏倚风险。五篇文章中评估的GBL干预措施是以数字形式设计的,一项研究对传统学习进行了评估,另一项研究则采用了纸牌游戏的形式。两项研究表明,与传统学习方法相比,GBL在提高学习者成绩方面更有效,而一篇文章则发现两者之间没有显著差异。在所有文章中,本科生和研究生都一致强调了对 GBL 的积极看法:本系统综述支持 GBL 在正畸教育中的潜力。建议实施 GBL,以整合娱乐和教育元素,在引人入胜的学习环境中促进学习者的表现。然而,必须承认的是,证据的总体质量是有限的,这主要是由于在所收录的六篇文章中发现了中度偏差风险。因此,需要进一步的高质量实验研究来验证GBL在正畸教育中的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
BDJ Open
BDJ Open Dentistry-Dentistry (all)
CiteScore
3.70
自引率
3.30%
发文量
34
审稿时长
30 weeks
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