基于案例的正畸教育诊疗计划严肃游戏的开发与评价:准实验研究。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-08-27 DOI:10.2196/73956
Rochaya Chintavalakorn, Chayuth Chanwanichkulchai, Napat Buranasing, Napatsaporn Parivisutt, Naruchol Patchasri, Kawin Sipiyaruk
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引用次数: 0

摘要

背景:正畸教育需要在诊断和治疗计划方面进行有效的培训,但传统的教学方法可能缺乏参与和提供安全学习环境的机会。严肃游戏在牙科教育中越来越受欢迎,因为它们在提高学习者的知识和动机方面具有积极的教育作用。然而,它们在正畸诊断和治疗计划培训中的应用仍未得到探索。目的:本研究的目的是开发和评估一个基于模拟的严肃游戏,用于训练虚拟患者的正畸诊断和治疗计划(OrthoVirt),研究其对学生知识和满意度的影响。本研究还探讨了之前的游戏体验是否会影响学习结果。方法:对32名四年级牙科学生进行准实验研究,要求他们完成预知评估、3名在OrthoVirt内模拟的患者、后知评估和满意度调查。根据自我报告的每周游戏时间,参与者被分为游戏玩家(n=16)和非游戏玩家(n=16)。主要结局是知识改善,使用双尾配对t检验(Cohen dz)进行分析。采用双尾独立t检验进行组间比较(Cohen d)。使用基于技术接受模型的有效问卷来测量用户满意度。结果:游戏玩家组和非游戏玩家组在使用OrthoVirt后均表现出显著的知识改善(平均得分从10.75 (SD 2.75)增加到14.75 (SD 1.81),满分20分;P.01),这表明无论游戏背景如何,教育效益都是一致的。两组参与者对OrthoVirt的评价都是积极的,尤其是在“易用性”方面。然而,“感知乐趣”的评分略低于其他方面,非游戏玩家的得分为3.60分(SD 0.81),游戏玩家的得分为3.45分(SD 0.73),满分为5分,这表明游戏设计还有改进的空间。两组患者总体满意度比较,差异无统计学意义(P < 0.01)。结论:在正畸教育中,OrthoVirt作为诊断和治疗计划的辅助工具具有潜力,在学习者知识方面有统计学意义的改善。虽然反馈通常是积极的,但由于准实验设计和小样本量,这些发现应该谨慎解释。未来的发展应侧重于通过娱乐性的设计元素来提高用户的享受和参与度。进一步的研究应该探索如何将OrthoVirt作为案例讨论工具与讲座结合起来,不仅可以提高正畸教育的学习能力,还可以提高其他牙科培训领域的学习能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study.

Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study.

Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study.

Background: Orthodontic education requires effective training in diagnosis and treatment planning, but traditional teaching methods may lack engagement and opportunities in offering a safe learning environment. Serious games are gaining momentum in dental education due to their positive educational impact in enhancing learner knowledge and motivation. However, their application in orthodontic diagnosis and treatment planning training remains unexplored.

Objective: The aim of this study was to develop and evaluate a simulation-based serious game for training orthodontic diagnosis and treatment planning in virtual patients (OrthoVirt), examining its impact on student knowledge and satisfaction. This study also explored whether prior gaming experience influenced learning outcomes.

Methods: A quasi-experimental study was conducted with 32 fourth-year dental students, who were requested to complete a preknowledge assessment, 3 simulated patients within OrthoVirt, a postknowledge assessment, and a satisfaction survey. Participants were categorized as gamers (n=16) or nongamers (n=16) based on self-reported weekly gaming time. The primary outcome was knowledge improvement, analyzed using 2-tailed paired t tests (Cohen dz). Group comparisons were conducted using 2-tailed independent t tests (Cohen d). User satisfaction was measured using a validated questionnaire based on the technology acceptance model. A stricter significance threshold (P<.01) and effect size metrics (Cohen d and Cohen dz) were used to account for the small sample size, multiple comparisons, and exploratory nature of the study.

Results: Both gamer and nongamer groups showed significant knowledge improvement after using OrthoVirt (mean score increased from 10.75 (SD 2.75) to 14.75 (SD 1.81) out of 20; P<.001). The mean scores of the gamer group increased from 10.31 (SD 3.07) to 15.19 (SD 1.83) while those of the nongamer group rose from 11.19 (SD 2.40) to 14.31 (SD 1.74). No statistically significant differences were found between groups in pre- and postknowledge assessments as well as improvement scores (P>.01), suggesting that the educational benefit was consistent regardless of gaming background. Participants from both groups rated OrthoVirt positively, particularly for "perceived ease of use." However, "perceived enjoyment" was rated slightly lower than other aspects, with nongamers scoring it 3.60 (SD 0.81) and gamers 3.45 (SD 0.73) out of 5, indicating a potential area for design enhancement. Overall satisfaction ratings were similar between the 2 groups (P>.01).

Conclusions: OrthoVirt demonstrated potential as a supplementary tool for diagnosis and treatment planning in orthodontic education, with statistically significant improvements observed in learner knowledge. While feedback was generally positive, these findings should be interpreted with caution due to the quasi-experimental design and small sample size. Future development should focus on improving user enjoyment and engagement through entertaining design elements. Further research should explore how OrthoVirt can be integrated as a case discussion tool alongside lectures, with the potential to enhance learning not only in orthodontic education but also across other areas of dental training.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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