KAUFD牙科实习生创伤性牙科管理中游戏学习与传统学习方法的比较

IF 1.8 Q3 DENTISTRY, ORAL SURGERY & MEDICINE
Clinical, Cosmetic and Investigational Dentistry Pub Date : 2025-08-25 eCollection Date: 2025-01-01 DOI:10.2147/CCIDE.S538541
Faisal M Dardeer, Reem M Areesh, Aasaiel Ahmed Alnafisi, Ibtesam Alzain, Basil M Andijani, Shahad N Abudawood, Abeer M Abdullah, Abdalrahman M Ainousa, Mohammed Alulaiyan
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引用次数: 0

摘要

许多牙科学生缺乏足够的知识来处理牙外伤。传统的讲座通常包括教师与学生之间的单向交流。基于游戏的学习策略可以提高学生的参与度,提供实践经验,并促进更深层次的学习兴趣。目的:比较游戏式学习方式与传统学习方式对口腔创伤管理的知识和满意度。方法:在阿卜杜勒阿齐兹国王大学牙科学院进行的一项实验研究涉及88名牙科实习生的样本。实习生被分为基于游戏的学习组(游戏组)和传统的讲座组(讲座组)。游戏组参加了一个以游戏为基础的学习环节,参与了一个以管理恒牙创伤为重点的教育游戏。与此同时,讲座组参加了一个传统的讲座,内容涵盖了相同的主题。两组学生在课程前后都参加了课前测验和课后测验,并在课程结束后完成了满意度调查。结果:两种授课形式均能显著提高学生的知识记忆力。干预后各组间得分具有可比性(p = 0.393),授课组干预后平均正确率为12.72分(SD = 1.33, 95% CI: 12.32 ~ 13.13),游戏组干预后平均正确率为12.62分(SD = 1.56, 95% CI: 12.15 ~ 13.09)。评分改善无显著差异(p = 0.315)。干预后满意度调查显示两组均有积极反应,满意度水平无显著差异。结论:游戏学习与传统的讲座学习在提高牙科实习生的知识和满意度方面具有同等的效果。鉴于类似的结果,建议在教育环境中结合这两种方法。未来的研究应该调查新内容和更复杂的游戏设计的影响,以便更好地理解它们的潜在好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Comparison Between Game-Based Learning and Traditional Learning Methods in Traumatic Dental Management Among Dental Interns at KAUFD.

Comparison Between Game-Based Learning and Traditional Learning Methods in Traumatic Dental Management Among Dental Interns at KAUFD.

Comparison Between Game-Based Learning and Traditional Learning Methods in Traumatic Dental Management Among Dental Interns at KAUFD.

Introduction: Many dental students lack sufficient knowledge to manage dental trauma. Traditional lectures usually involve one-way communication from the instructor to the students. Game-based learning strategies can increase student engagement, offer hands-on experiences, and promote a deeper interest in learning.

Objective: To compare the knowledge and satisfaction of dental interns participating in game-based learning versus traditional learning method on traumatic dental management at KAUFD.

Methods: An experimental study conducted at the Faculty of Dentistry at King Abdulaziz University involved a sample size of 88 dental interns. The interns were divided into a game-based learning group (game group) and a traditional lecture group (lecture group). The game group participated in a game-based learning session, engaging in an educational game focused on managing permanent teeth trauma. Meanwhile, the lecture group attended a traditional lecture covering the same topic. Both groups took part in pre- and post-quizzes before and after the sessions and completed a satisfaction survey distributed after the sessions.

Results: Both lecture formats significantly enhanced knowledge retention. Post-intervention scores were comparable between the groups (p = 0.393), The mean post-intervention correct score for the lecture group was 12.72 (SD = 1.33; 95% CI: 12.32-13.13), while the mean score for the game group was 12.62 (SD = 1.56; 95% CI: 12.15-13.09). showing no significant difference in score improvements (p = 0.315). The post-intervention satisfaction survey indicated positive responses in both groups, with no significant differences in satisfaction levels.

Conclusion: The findings indicate that both game-based learning and traditional lectures are equally effective in enhancing knowledge and ensuring high satisfaction among dental interns. Given the similar results, it is recommended to incorporate both approaches in educational settings. Future research should investigate the impact of new content and more complex game designs to understand their potential benefits better.

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来源期刊
CiteScore
3.90
自引率
5.60%
发文量
43
审稿时长
16 weeks
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