Who learns more: the impact of dual-player and single-player modes in a serious game on dental students' factual knowledge.


Journal

BMC medical education
ISSN: 1472-6920
Titre abrégé: BMC Med Educ
Pays: England
ID NLM: 101088679

Informations de publication

Date de publication:
21 Aug 2024
Historique:
received: 22 01 2024
accepted: 09 08 2024
medline: 22 8 2024
pubmed: 22 8 2024
entrez: 21 8 2024
Statut: epublish

Résumé

The use of serious games in medical education provides a bridge between rapidly developing technology and traditional health-care teaching. Building on a promising web-based serious game for reviewing and acquiring factual knowledge in dental education, the present study investigated the benefits of a dual-player mode and various game options for enhancing knowledge gain and study motivation. Before the intervention, students' dental knowledge and game experience were assessed using a pre-knowledge test and questionnaire-based self-assessment. Students in the clinical study phase (n = 57) were stratified based on prior knowledge and gender and then randomly assigned to two groups, with two player modes: single player (SP) and dual player (DP). In the SP group, each participant played alone, whereas in the DP group, the participants played against a previously determined peer. For a period of 4 weeks, the students were able to playfully acquire knowledge from the field of operative dentistry using METIS, a serious game application with three different game options (Marathon, Sprint, and Time). After the intervention phase, both groups completed a post-knowledge test. The usability of the serious game was evaluated with a self-assessment questionnaire. The competitive game mode (DP mode; M = 8.92, SD = 1.85) resulted in an increase in the factual knowledge test that was a mean of 2.49 points higher than the SP mode (M = 5.89, SD = 2.19; p < 0.001). The DP group also found the game significantly more helpful for learning (p = 0.04) and engaged more with the teaching content because of the app (p = 0.04). Overall, the usability of METIS was rated as excellent, and students successfully improved their knowledge of dentistry after game play with both game modes (SP, DP, p < 0.001), with the game option "Marathon," which involves playing the largest number of questions, being the most preferred. These results suggest that serious games such as METIS are a suitable educational medium for increasing students' knowledge and interest in the field, and that competition with peers provides even greater motivation to engage with the learning content.

Sections du résumé

BACKGROUND BACKGROUND
The use of serious games in medical education provides a bridge between rapidly developing technology and traditional health-care teaching. Building on a promising web-based serious game for reviewing and acquiring factual knowledge in dental education, the present study investigated the benefits of a dual-player mode and various game options for enhancing knowledge gain and study motivation.
METHODS METHODS
Before the intervention, students' dental knowledge and game experience were assessed using a pre-knowledge test and questionnaire-based self-assessment. Students in the clinical study phase (n = 57) were stratified based on prior knowledge and gender and then randomly assigned to two groups, with two player modes: single player (SP) and dual player (DP). In the SP group, each participant played alone, whereas in the DP group, the participants played against a previously determined peer. For a period of 4 weeks, the students were able to playfully acquire knowledge from the field of operative dentistry using METIS, a serious game application with three different game options (Marathon, Sprint, and Time). After the intervention phase, both groups completed a post-knowledge test. The usability of the serious game was evaluated with a self-assessment questionnaire.
RESULTS RESULTS
The competitive game mode (DP mode; M = 8.92, SD = 1.85) resulted in an increase in the factual knowledge test that was a mean of 2.49 points higher than the SP mode (M = 5.89, SD = 2.19; p < 0.001). The DP group also found the game significantly more helpful for learning (p = 0.04) and engaged more with the teaching content because of the app (p = 0.04). Overall, the usability of METIS was rated as excellent, and students successfully improved their knowledge of dentistry after game play with both game modes (SP, DP, p < 0.001), with the game option "Marathon," which involves playing the largest number of questions, being the most preferred.
CONCLUSIONS CONCLUSIONS
These results suggest that serious games such as METIS are a suitable educational medium for increasing students' knowledge and interest in the field, and that competition with peers provides even greater motivation to engage with the learning content.

Identifiants

pubmed: 39169331
doi: 10.1186/s12909-024-05884-3
pii: 10.1186/s12909-024-05884-3
doi:

Types de publication

Journal Article Randomized Controlled Trial

Langues

eng

Sous-ensembles de citation

IM

Pagination

902

Informations de copyright

© 2024. The Author(s).

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Auteurs

Felix Krause (F)

Department of Operative Dentistry, Periodontology, and Preventive Dentistry, RWTH Aachen University Hospital, Aachen, Germany.

Ben Horn (B)

Department of Operative Dentistry, Periodontology, and Preventive Dentistry, RWTH Aachen University Hospital, Aachen, Germany.

Andreas Braun (A)

Department of Operative Dentistry, Periodontology, and Preventive Dentistry, RWTH Aachen University Hospital, Aachen, Germany.

Sebastian Fedrowitz (S)

Audiovisual Media Center, Medical Faculty, RWTH Aachen University, Aachen, Germany.

Laura Bell (L)

Audiovisual Media Center, Medical Faculty, RWTH Aachen University, Aachen, Germany.

Martin Lemos (M)

Audiovisual Media Center, Medical Faculty, RWTH Aachen University, Aachen, Germany. mlemos@ukaachen.de.

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