Learning Games: A New Tool for Orthodontic Education
Abstract
:1. Introduction
2. The Science of Learning
2.1. Retrieval Practice
2.2. Feedback
2.3. Motivation
2.4. Engagement
- Make Learning Relevant. Students need to be reminded of the clinical relevance for what is being taught and how it relates to the job.
- Remove Barriers to Learning. For example, consider students with language barriers. Perhaps content can be presented in alternative formats, utilizing image-rich modalities.
- Include Choice and Voice. Students value control of their learning. Provide options and opportunities for students to make decisions. This may also be an opportunity for students to identify appropriate challenges. Choice also ensures that students are not passive learners.
- Create a Safe Space for Learning. Provide clear expectations without threats or distractions. Encourage students to take risks and even fail. Failure is an opportunity to reflect on what went wrong and what could be done differently next time.
- Encourage Social Learning. Encourage peer collaborations and teamwork. Creating a community of learners in the classroom prepares students to work in teams.
- Make Feedback Matter. Feedback should be meaningful, frequent, timely, specific, and sensitive to the individual.
- Set Learning Goals. Let students know the goal they are working toward. If the goal is a long-term objective, break it into smaller achievable steps so that students are not overwhelmed.
3. Serious (Learning) Games
3.1. Serious Games
3.2. Learning (Serious) Games in Professional Health Education
3.3. Best Practices for Learning Games
- Practice 1—Design the learning game to meet specific instructional objectives.
- Practice 2—Embed the learning game into a curriculum.
- Practice 3—Keep rules, scoring, and leveling simple.
- Practice 4—Get learners comfortable with the rules and gameplay before they start.
- Practice 5—Do not focus the game on “winning” only. Focus on learning outcomes.
- Practice 6—If possible, create the game so learners must work in groups.
- Practice 7—The cognitive activities in the game should match the cognitive activities on the job. The closer the two match, the better the learning transfer.
- Practice 8—Plan for re-playability.
- Practice 9—Make the game interactive and focus on player activities.
- Practice 10—Decide how you are going to measure the effectiveness of the game before you design it.
- Practice 11—Winning should primarily be a result of knowledge acquisition or creation.
Best Practices for Learning Games | Dealodontics | Description |
---|---|---|
1—Design the game to meet specific instructional objectives. | Objectives are explicitly stated in each session of the course | |
2—Embed the game into a curriculum. | Embedded in a three-year, competency-based curricular track | |
3—Keep rules, scoring, and leveling simple. | Rules, scoring, look, and feel of the game are familiar and simple | |
4—Get learners comfortable with the rules/gameplay before playing | Pre-Game: 15 min PowerPoint overview of rules/gameplay | |
5—Do not focus on “winning” only. Focus on learning outcomes. | Game reflects learning objectives. No stakes beyond winning | |
6—Create the game so learners must work in groups. | Teams of two players | |
7—The cognitive activities in the game should match the job. | Game is clinically relevant to general dental practice | |
8—Plan for re-playability. | Students ask to play again | |
9—Make the game interactive and focus on player activities. | Gameplay is active and interactive | |
10—Decide how to measure effectiveness before you design it. | Students are surveyed after playing the game | |
11—Winning should primarily be a result of learning outcomes. | Points are accrued by successfully answering questions. Students have influence over the difficulty of questions they receive |
4. Dealodontics©: A Learning Card Game for Orthodontics
4.1. Description of Dealodontics©
- RISK: Challenge the previous team’s answer. (If correct, the team get points, but if not, the team loses a turn).
- REFER: Pass and get a new game card without penalty.
- ASK: Receive a “free” hint (no point deduction).
- WILD: Get an extra turn.
4.2. Evaluation of Dealodontics©
4.3. Reception of Dealodontics© among Students
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Khoo, E.; Le, A.; Lipp, M.J. Learning Games: A New Tool for Orthodontic Education. Int. J. Environ. Res. Public Health 2023, 20, 2039. https://doi.org/10.3390/ijerph20032039
Khoo E, Le A, Lipp MJ. Learning Games: A New Tool for Orthodontic Education. International Journal of Environmental Research and Public Health. 2023; 20(3):2039. https://doi.org/10.3390/ijerph20032039
Chicago/Turabian StyleKhoo, Edmund, Austin Le, and Mitchell J. Lipp. 2023. "Learning Games: A New Tool for Orthodontic Education" International Journal of Environmental Research and Public Health 20, no. 3: 2039. https://doi.org/10.3390/ijerph20032039
APA StyleKhoo, E., Le, A., & Lipp, M. J. (2023). Learning Games: A New Tool for Orthodontic Education. International Journal of Environmental Research and Public Health, 20(3), 2039. https://doi.org/10.3390/ijerph20032039