• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

评估和评价一款用于牙科教育的教授事实性知识的严肃游戏。

Assessment and evaluation of a serious game for teaching factual knowledge in dental education.

机构信息

Audiovisual Media Center, Medical Faculty, RWTH Aachen University, Pauwelsstrasse 30, 52074, Aachen, Germany.

Department of Prosthodontics and Biomaterials, RWTH Aachen University Hospital, Pauwelsstrasse 30, 52074, Aachen, Germany.

出版信息

BMC Med Educ. 2023 Jul 20;23(1):521. doi: 10.1186/s12909-023-04498-5.

DOI:10.1186/s12909-023-04498-5
PMID:37468897
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10357644/
Abstract

OBJECTIVES

A serious game application was developed to train factual knowledge and for self-assessment. The aim of the present study was to compare the effects of a game application (intervention group) or paper scripts (control group) on knowledge acquisition and to evaluate the acceptance of the new application among dental students.

METHODS

The 4th semester students of the second preclinical prosthodontics course were randomly assigned to one of the two groups (n = 58/51) for two consecutive years. The study was conducted in two phases: First, all participants took a pretest, with the intervention group using the game application and the control group receiving the same set of questions in a paper script. In the second phase, all participants took a post-test. After the post-test, both groups had access to the application for another three weeks. After that, all participants completed standardized questionnaires and a scale to evaluate the usability of the system. Usage statistics were also tracked. Differences between groups were evaluated together and for both years separately in terms of pretest and posttest scores and learning success.

RESULTS

There was no significant difference between the groups with regard to the posttest and learning success. A significant improvement in knowledge between pretest and posttest (p < 0.05) was demonstrated in both groups. Each student played approximately 350 questions. Participants rated the application with the German school grade "good". Participants appreciated the application and rated it positively. They stated that the game motivated them to learn and that they spent more time with the learning content.

CONCLUSION

Due to the positive perception achieved through the game, this application is able to motivate students to learn. The learning effect achieved is similar to learning on paper.

摘要

目的

开发了一款严肃游戏应用程序来培训事实知识并进行自我评估。本研究的目的是比较游戏应用程序(干预组)和纸质脚本(对照组)对知识获取的影响,并评估新应用程序在牙科学生中的接受程度。

方法

将第二学期前临床修复学课程的第 4 学期学生随机分为两组(n=58/51),连续两年进行研究。该研究分为两个阶段进行:首先,所有参与者都参加了前测,干预组使用游戏应用程序,对照组则使用纸质脚本回答相同的问题。在第二阶段,所有参与者都参加了后测。在后测后,两组都有三周的时间可以使用该应用程序。之后,所有参与者都填写了标准化问卷和评估系统可用性的量表。还跟踪了使用统计数据。从后测和学习成功两个方面,以及从每年的后测和学习成功两个方面,评估两组之间的差异。

结果

两组在后测和学习成功方面没有显著差异。两组在测试前和测试后的知识都有显著提高(p<0.05)。每个学生大约玩了 350 个问题。参与者对应用程序的评价为德国学校成绩“良好”。参与者对应用程序表示赞赏,并给予了积极评价。他们表示游戏激发了他们的学习兴趣,并且他们花了更多的时间学习学习内容。

结论

由于通过游戏获得的积极感知,该应用程序能够激励学生学习。所取得的学习效果与在纸上学习相似。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/5853d556dc3e/12909_2023_4498_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/6fbb2bca46a5/12909_2023_4498_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/d692c32a24b0/12909_2023_4498_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/2c53e3191182/12909_2023_4498_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/0c97c1ff9d0e/12909_2023_4498_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/5853d556dc3e/12909_2023_4498_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/6fbb2bca46a5/12909_2023_4498_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/d692c32a24b0/12909_2023_4498_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/2c53e3191182/12909_2023_4498_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/0c97c1ff9d0e/12909_2023_4498_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdcb/10357644/5853d556dc3e/12909_2023_4498_Fig5_HTML.jpg

相似文献

1
Assessment and evaluation of a serious game for teaching factual knowledge in dental education.评估和评价一款用于牙科教育的教授事实性知识的严肃游戏。
BMC Med Educ. 2023 Jul 20;23(1):521. doi: 10.1186/s12909-023-04498-5.
2
Who learns more: the impact of dual-player and single-player modes in a serious game on dental students' factual knowledge.双人模式和单人模式对口腔医学生事实性知识学习的影响:一项严肃游戏的研究
BMC Med Educ. 2024 Aug 21;24(1):902. doi: 10.1186/s12909-024-05884-3.
3
Development and Evaluation of a Serious Game for Teaching ICD-10 Diagnosis Coding to Medical Students.开发和评估一款用于教授医学生 ICD-10 诊断编码的严肃游戏。
Games Health J. 2019 Oct;8(5):349-356. doi: 10.1089/g4h.2018.0101. Epub 2019 Jun 5.
4
Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness.一款严肃游戏与一个电子学习模块在支持患者安全知识与意识方面的比较效果。
BMC Med Educ. 2017 Feb 2;17(1):30. doi: 10.1186/s12909-016-0836-5.
5
Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial.严肃游戏是医学生初级卫生保健教育的有效学习方法:一项随机对照试验。
Int J Med Inform. 2019 Oct;130:103944. doi: 10.1016/j.ijmedinf.2019.08.004. Epub 2019 Aug 6.
6
Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students.基于游戏的电子学习比传统教学方法更有效:一项针对三年级医学生的随机对照试验。
PLoS One. 2013 Dec 5;8(12):e82328. doi: 10.1371/journal.pone.0082328. eCollection 2013.
7
Concept and benefits of the Inverted Classroom method for a competency-based biochemistry course in the pre-clinical stage of a human medicine course of studies.针对人类医学课程临床前阶段基于能力的生物化学课程的翻转课堂方法的概念与益处。
GMS J Med Educ. 2017 Aug 15;34(3):Doc31. doi: 10.3205/zma001108. eCollection 2017.
8
Effectiveness of an Innovative Card Game as a Supplement for Teaching Factual Content to Medical Students: A Mixed Method Study.一款创新纸牌游戏作为向医学生传授事实性内容补充教学手段的有效性:一项混合方法研究。
Cureus. 2023 Oct 26;15(10):e47768. doi: 10.7759/cureus.47768. eCollection 2023 Oct.
9
Development and Evaluation of a New Serious Game for Continuing Medical Education of General Practitioners (Hygie): Double-Blinded Randomized Controlled Trial.一种用于全科医生继续医学教育的新型严肃游戏(健康卫士)的开发与评估:双盲随机对照试验
J Med Internet Res. 2019 Nov 20;21(11):e12669. doi: 10.2196/12669.
10
Pharmacy student experience, preference, and perceptions of gaming and game-based learning.药学专业学生对游戏和基于游戏的学习的体验、偏好和看法。
Curr Pharm Teach Learn. 2021 May;13(5):479-491. doi: 10.1016/j.cptl.2021.01.019. Epub 2021 Feb 14.

引用本文的文献

1
Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study.正畸教育中用于诊断和治疗计划的基于案例的严肃游戏的开发与评估:准实验研究
JMIR Serious Games. 2025 Aug 27;13:e73956. doi: 10.2196/73956.
2
Creation and evaluation of an educational escape room in paediatric dentistry.儿童牙科教育密室的创建与评估
BMC Med Educ. 2025 Apr 8;25(1):504. doi: 10.1186/s12909-025-06667-0.
3
Effects of computer-assisted learning for removable partial denture design on learning outcomes and satisfaction.

本文引用的文献

1
OSCEGame: A serious game for OSCE training.客观结构化临床考试游戏:用于客观结构化临床考试培训的严肃游戏。
Eur J Dent Educ. 2021 Nov;25(4):657-663. doi: 10.1111/eje.12643. Epub 2020 Dec 30.
2
Gamification of health professions education: a systematic review.健康职业教育的游戏化:系统评价。
Adv Health Sci Educ Theory Pract. 2021 May;26(2):683-711. doi: 10.1007/s10459-020-10000-3. Epub 2020 Oct 31.
3
An Evidence-Based Guide for Medical Students: How to Optimize the Use of Expanded-Retrieval Platforms.医学生循证指南:如何优化扩展检索平台的使用
计算机辅助学习在可摘局部义齿设计方面对学习成果和满意度的影响。
BMC Med Educ. 2025 Jan 22;25(1):104. doi: 10.1186/s12909-025-06703-z.
4
Comparison of the effectiveness of a serious game and pre-recorded lecture in diagnosis and treatment planning of oral lesions for dental students.针对牙科学生,比较一款严肃游戏与预录制讲座在口腔病变诊断和治疗计划方面的有效性。
Sci Rep. 2024 Dec 27;14(1):30641. doi: 10.1038/s41598-024-83433-0.
5
Who learns more: the impact of dual-player and single-player modes in a serious game on dental students' factual knowledge.双人模式和单人模式对口腔医学生事实性知识学习的影响:一项严肃游戏的研究
BMC Med Educ. 2024 Aug 21;24(1):902. doi: 10.1186/s12909-024-05884-3.
6
The development of a serious game for laser applications in dentistry and the evaluation of dental students' satisfaction.开发一款用于牙科激光应用的严肃游戏,并评估牙科学生的满意度。
BMC Med Educ. 2024 May 28;24(1):583. doi: 10.1186/s12909-024-05563-3.
7
Assessment and evaluation of online education and virtual simulation technology in dental education: a cross-sectional survey.口腔医学教育中在线教育和虚拟仿真技术的评估:一项横断面调查。
BMC Med Educ. 2024 Feb 25;24(1):191. doi: 10.1186/s12909-024-05171-1.
Cureus. 2020 Sep 11;12(9):e10372. doi: 10.7759/cureus.10372.
4
GoDental! Enhancing flipped classroom experience with game-based learning.GoDental!利用基于游戏的学习增强翻转课堂体验。
Eur J Dent Educ. 2020 Nov;24(4):763-772. doi: 10.1111/eje.12566. Epub 2020 Jul 24.
5
The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial.游戏化对沙特阿拉伯抗微生物药物耐药性知识及其与牙科的影响:一项随机对照试验。
BMC Public Health. 2020 May 13;20(1):680. doi: 10.1186/s12889-020-08806-2.
6
Using online game-based platforms to improve student performance and engagement in histology teaching.利用基于网络游戏的平台提高组织学教学中学生的成绩和参与度。
BMC Med Educ. 2019 Jul 22;19(1):273. doi: 10.1186/s12909-019-1701-0.
7
A rapid review of serious games: From healthcare education to dental education.严肃游戏的快速回顾:从医疗保健教育到牙科教育。
Eur J Dent Educ. 2018 Nov;22(4):243-257. doi: 10.1111/eje.12338. Epub 2018 Mar 24.
8
Gamification in Action: Theoretical and Practical Considerations for Medical Educators.游戏化实践:医学教育者的理论与实践考量
Acad Med. 2018 Jul;93(7):1014-1020. doi: 10.1097/ACM.0000000000002183.
9
Effect of an educational game on university students' learning about action potentials.一款教育游戏对大学生学习动作电位的影响。
Adv Physiol Educ. 2017 Jun 1;41(2):222-230. doi: 10.1152/advan.00146.2016.
10
Intrinsic motivation: an overlooked component for student success.内在动机:学生成功的一个被忽视的因素。
Adv Physiol Educ. 2016 Dec;40(4):465-466. doi: 10.1152/advan.00072.2016.