Wu Ju-Hui, Su Pei-Hung, Wu Hsiu-Yueh, Hsin Yu-Mei, Lin Chia-Hua, Lee Chen-Yi
Department of Oral Hygiene, College of Dental Medicine, Kaohsiung Medical University, No. 100, Shiquan 1st Rd., Sanmin Dist, 807378, Kaohsiung City, Taiwan.
Department of Dentistry, Kaohsiung Medical University Hospital, Kaohsiung City, Taiwan.
BMC Med Educ. 2025 Apr 11;25(1):518. doi: 10.1186/s12909-025-07115-9.
Game-based learning has become increasingly popular in medical education. This study used an originally designed board game to train dental and dental hygiene students in patient safety, investigating the educational value of game-based learning.
A quasi-experimental pretest-posttest design with three groups of students was adopted (two classes of dental hygiene students and one of dental students). The students received a self-designed board game intervention for patient safety issues. Before and after the intervention, the students took a test to evaluate their knowledge improvement. They also completed a questionnaire that assessed their impressions of and attitudes toward the board game's educational value postintervention.
The participants comprised 27 fifth-year dental students, 23 fourth-year, and 25 third-year dental hygiene students, including 38 men and 37 women. One-way analysis of variance revealed no significant differences in baseline scores for the levels of recall, comprehension, application, and overall knowledge among the three groups of dental and dental hygiene students. Paired t-tests were used to compare the pretest and posttest knowledge scores. The results indicate that there were statistically significant improvements in the levels of recall, comprehension, application, and overall knowledge scores among the three groups. However, the group with dental hygienists as instructors showed significantly greater improvement than the other two. Moreover, the students reported that the most improved abilities were in "create a patient-safety culture and implementincident management" and "prevent patient falls and injuries". Most students agreed that the board game was an effective educational tool and showed positive attitudes toward patient safety.
The board game effectively improved knowledge and awareness of patient safety among dental and dental hygiene students.
基于游戏的学习在医学教育中越来越受欢迎。本研究使用一款原创设计的棋盘游戏来培训牙科和口腔卫生专业的学生的患者安全知识,探讨基于游戏的学习的教育价值。
采用准实验前测-后测设计,将学生分为三组(两组口腔卫生专业学生和一组牙科专业学生)。学生们接受了针对患者安全问题的自行设计的棋盘游戏干预。在干预前后,学生们进行了测试以评估他们的知识提升情况。他们还完成了一份问卷,评估他们对干预后棋盘游戏教育价值的印象和态度。
参与者包括27名牙科专业五年级学生、23名四年级学生和25名口腔卫生专业三年级学生,其中男性38名,女性37名。单因素方差分析显示,三组牙科和口腔卫生专业学生在回忆、理解、应用和总体知识水平的基线分数上没有显著差异。使用配对t检验比较前测和后测的知识分数。结果表明,三组在回忆、理解、应用和总体知识分数水平上均有统计学意义的提高。然而,以口腔卫生专业人员为指导教师的组比其他两组有显著更大的提高。此外,学生们报告说,提高最多的能力是“营造患者安全文化和实施事件管理”以及“预防患者跌倒和受伤”。大多数学生认为棋盘游戏是一种有效的教育工具,并对患者安全表现出积极态度。
棋盘游戏有效地提高了牙科和口腔卫生专业学生对患者安全的知识和意识。