Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature
Abstract
:1. Introduction
2. Theoretical Background of the Review
3. Methods
- What is the trend in the current use of serious games in dental education?
- What strengths of serious games make them suitable to be used during the COVID-19 pandemic?
- How can a conceptual framework displaying the strengths of serious games emerge from this review?
3.1. Search Strategy
3.2. Inclusion and Exclusion Criteria
3.3. Literature Identified from the Search
4. Results
4.1. Characteristics of Included Articles and Serious Games
4.2. Educational Outcomes of Serious Games
4.3. Engagement and Motivation
4.4. Serious Games as Interactive Asynchronous Distance Learning Environments
4.5. A Safe Learning Environment within Serious Games
4.6. Stealth Assessment in Serious Games
5. Discussion
5.1. Trends in Serious Game Use in Dental Education
5.2. Potential in the Use of Serious Games in the COVID-19 Pandemic
5.2.1. Positive Educational Impact
5.2.2. Engagement and Motivation
5.2.3. Interactive Asynchronous Distance Learning
5.2.4. Safe Learning Environment
5.2.5. Stealth Assessment
5.3. A Conceptual Framework of Serious Games’ Strengths in the COVID-19 Pandemic
5.4. Limitations of this Review
5.5. Implications for Future Research
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Topics and Names (When Provided) of Serious Games | Year | Aims of Serious Games | Learning Activities within Serious Games | Outcomes of Serious Games |
---|---|---|---|---|
1. Dentin bonding [23] | 2011 | To enhance knowledge in applying a three-step resin bonding system. | To perform the virtual procedure through the sequencing steps in applying dentin bonding. | The game could improve knowledge and skills with no difference to the control group. Students’ satisfaction with the game. |
2. Alginate mixing, Skills-O-Mat [24] | 2013 | To improve knowledge and skills in alginate mixing. | To improve skills in mixing alginate following a virtual instructor, with immediate feedback on a computer screen. | Student self-perceptions of their skills were increased after the game completion and achievement was higher than in the traditional approach. |
3. Diagnosis and treatment plan [33] | 2013 | To enhance competence in diagnosis and treatment plan of dental patients. | To collect information on patients and then to make a decision on options of diagnosis and treatment plan. | No evaluation of serious game outcomes. |
4. Dental public health, GRAPHIC [25,26,34] | 2017 | To enhance competence in how to design oral health promotion at a community-based level. | To select the best five options of health promotion programs to improve oral health of population in a virtual town. | The game could improve knowledge; the log system allowed instructors to assess students without interrupting the learning process. |
5. Tooth morphology [30,37] | 2014 2017 | To enhance knowledge in tooth morphology. | To place virtual teeth in their correct positions in lower jaw, using autostereoscopy and Natural User Interfaces. | The game could improve student knowledge, and it was also perceived positively as entertaining. |
6. Biosafety, Biosafety in dentistry [27,35] | 2018 2019 | To enhance knowledge about risk control and prevention in dental services. | To act as a chosen game character responding to provided questions, in a quiz-like game format. | No evaluation of serious game outcomes. |
7. Histology [28] | 2019 | To enhance knowledge in medical and dental histology. | To interact with histology-related multiple-choice quizzes through Kahoot® (a web-based gamification platform). | Student satisfaction with the game in learning about histology. |
8. Dental anaesthesia, VIDA Odonto [31] | 2019 | To guide students to conduct dental anaesthesia with an ideal trajectory. | To perform an anaesthesia technique in a virtual patient using VR haptic device. | No evaluation of serious game outcomes. |
9. Diagnosis in endodontic patients, RealTeeth [32] | 2019 | To improve competence in diagnosis of endodontics. | To act as a new dental graduate who is required to diagnose ten endodontic patients in a job application. | The game was perceived as an interesting learning tool to bridge the gap between theory and practice, but gaming elements should be further developed to improve engagement and motivation. |
10. Skull anatomy, Visualisation Studio Sim [36] | 2020 | To enhance knowledge in skull anatomy. | To interact with 3D models of skull anatomy with rotation and zoom functions and then decide whether the presented skull is correct or not. | No evaluation of serious game outcomes. |
11. Clinical skill assessment, OSCEGame [29] | 2020 | To prepare students for an OSCE (Objective Structured Clinical Examinations). | To act as a student taking an OSCE in a virtual environment. | The game supported students in improving time management skills and reducing OSCE-related anxiety. |
Strengths of Serious Games | Number of Serious Games Reported to Support Each Outcome |
---|---|
Positive educational outcomes | 7 |
Engagement and motivation | 7 |
Interactive asynchronous remote/distance learning | 7 |
Safe learning environment | 4 |
Stealth assessment | 1 |
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Sipiyaruk, K.; Hatzipanagos, S.; Reynolds, P.A.; Gallagher, J.E. Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature. Computers 2021, 10, 42. https://doi.org/10.3390/computers10040042
Sipiyaruk K, Hatzipanagos S, Reynolds PA, Gallagher JE. Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature. Computers. 2021; 10(4):42. https://doi.org/10.3390/computers10040042
Chicago/Turabian StyleSipiyaruk, Kawin, Stylianos Hatzipanagos, Patricia A. Reynolds, and Jennifer E. Gallagher. 2021. "Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature" Computers 10, no. 4: 42. https://doi.org/10.3390/computers10040042
APA StyleSipiyaruk, K., Hatzipanagos, S., Reynolds, P. A., & Gallagher, J. E. (2021). Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature. Computers, 10(4), 42. https://doi.org/10.3390/computers10040042