Evaluating a Dental Public-Health Game across Two Learning Contexts
Abstract
:1. Introduction
- (1)
- Evaluate knowledge improvement after interacting with the game;
- (2)
- Investigate student interaction during the game completion;
- (3)
- Explore perceptions of students towards the game.
2. Materials and Methods
2.1. Research Design
2.2. Research Participants
2.3. Learning Activities within GRAPHIC
2.4. Data Collection Process
2.5. Data Analysis
2.6. Ethical Considerations
3. Results
3.1. Participants
3.2. Pre- and Post-Knowledge Tests
3.3. GRAPHIC Completion and Submission Attempts
3.4. Using GRAPHIC: Evaluating the Learners’ Experience
3.4.1. Dimension 1: Learning Settings
3.4.2. Dimension 2: Learner Profile
3.4.3. Dimension 3: Pedagogical Aspect
Knowledge Gain
Learning Design Features
3.4.4. Dimension 4: Interactive Functions
3.4.5. Dimension 5: Alignment
4. Discussion
4.1. Knowledge Improvement
4.2. Level of Engagement
4.3. The Enhancement of Game Usability
4.4. Implementation of the Game
4.5. Strengths, Limitations and Further Research
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Serious-Game Aspects | Non-Serious-Game Aspects |
---|---|
Learning outcomes of GRAPHIC Learning content of the game Learning support within the game Usability and navigation of the game Engaging features of the game | Suitable location for participants to use GRAPHIC Impact of location on learning Background knowledge of learners Implementation of the game |
Group | Pre-Test Score | Post-Test Score | p-Value | ||
---|---|---|---|---|---|
Mean | SD | Mean | SD | ||
KCL | 16.2 | 2.25 | 16.7 | 2.46 | <0.05 |
MU | 16.3 | 2.36 | 17.1 | 2.15 | <0.001 |
Type of Completion | KCL (n = 151) | MU (n = 111) | Overall (n = 262) |
---|---|---|---|
Completion with full score | 148 (98.0%) | 91 (81.0%) | 239 (91.2%) |
All attempts used by users without achieving the full score | 2 (1.3%) | 19 (17.1%) | 21 (8.0%) |
Request to end the game task made by users | 1 (0.7%) | 1 (0.9%) | 2 (0.8%) |
Serious Game Aspects | Non-Serious Game Aspects |
---|---|
| Where, when, and how to implement serious games in a learning context |
| Who are the users expected to use serious games (background knowledge, learning preferences, etc.) |
| How serious games are designed to improve the competence of learners, including learning outcomes, learning content and feedback |
| How interactivity is embedded in a serious game for the benefit of the learners |
| How successfully the four dimensions are aligned to support users learning and engage them |
Participants | Sex | Comments |
---|---|---|
KCL student 3 | Female | I would think the advantage of learning in campus is that you’re doing it with friends … with a tutor there, if there is anything that we don’t understand … we can just go to her. |
KCL student 4 | Female | The lectures were often giving you an overview … So, I don’t think it (GRAPHIC) will completely replace them, but I think the two work well synergistically. |
MU student 5 | Female | … you should increase the amount of time. Maybe because I was quite slow. … Increase session (duration) for more understanding. |
Participants | Sex | Comments |
---|---|---|
KCL student 5 | Female | I prefer face to face lectures. With the lecturer in front of you, it gives the flexibility of you asking questions, so if you don’t understand something or if you feel like you disagree with something, you can raise your hand and it can be discussed there … |
Categories | Subcategories |
---|---|
| Knowledge recall Knowledge improvement Knowledge application |
| Learning content Feedback Pre- and post-knowledge tests |
Participants | Sex | Comments |
Knowledge recall | ||
MU student 2 | Male | Actually, after the lecture, I could not remember much. I could understand some parts. … However, this game came at the right time that I am going to use for fieldwork, and I could review what I have learnt. |
Knowledge improvement | ||
KCL student 6 | Male | … it has directed me to new information, so it did help me to gain new knowledge. |
Knowledge application | ||
MU student 1 | Female | … it gives a holistic view. In lectures, sometimes I do not know how to apply my knowledge. |
KCL student 4 | Female | … if you have a situation, a simulation I think gives you maybe a slightly deeper learning experience. … I feel more confident. |
Participants | Sex | Comments |
Learning content | ||
MU student 1 | Female | The diagram containing examples of interventions. It illustrates many initiatives that I can study. |
KCL student 1 | Female | … the fact that you’ve got all your articles and resources there, you need to click on, that was the most helpful thing I think. |
Feedback | ||
MU student 2 | Male | … when I could not pass, feedback gave me a clue that I chose too many options of similar interventions. It reminded me what the tutor taught me that I should select varied interventions. |
KCL student 5 | Female | … if you’re wrong in something … you know straightaway and then you can change it. |
Pre- and post-knowledge tests | ||
KCL student 3 | Female | … the pre-test is the one where it tells you where you are, what you’re lacking … |
Participants | Sex | Comments |
Usability | ||
KCL student 3 | Female | I didn’t have any problem, it was straightforward. |
Level of engagement | ||
MU student 2 | Male | It is a game and it is new method. Although it is not fighting game, it is still a game and there are characters moving. |
MU student 4 | Female | It had a two-way communication. When I clicked at something and then something popped up, or when I submitted answers and the game informed me the score or that my answers were correct or not. |
KCL student 4 | Female | … it would be worth using games in other subjects, in other online subjects in dentistry and medicine as well. |
Level of difficulty | ||
MU student 1 | Female | It is quite difficult, but there are clues all the time. If there was no clue at all, maybe I would not be able to complete it. |
Visual element (graphics) | ||
MU student 4 | Female | It is colourful and interesting. … I felt that I wanted to continue learning, and it was not boring. … When there are images and graphics, I feel that I want to learn. |
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Share and Cite
Sipiyaruk, K.; Hatzipanagos, S.; Vichayanrat, T.; Reynolds, P.A.; Gallagher, J.E. Evaluating a Dental Public-Health Game across Two Learning Contexts. Educ. Sci. 2022, 12, 517. https://doi.org/10.3390/educsci12080517
Sipiyaruk K, Hatzipanagos S, Vichayanrat T, Reynolds PA, Gallagher JE. Evaluating a Dental Public-Health Game across Two Learning Contexts. Education Sciences. 2022; 12(8):517. https://doi.org/10.3390/educsci12080517
Chicago/Turabian StyleSipiyaruk, Kawin, Stylianos Hatzipanagos, Tippanart Vichayanrat, Patricia A. Reynolds, and Jennifer E. Gallagher. 2022. "Evaluating a Dental Public-Health Game across Two Learning Contexts" Education Sciences 12, no. 8: 517. https://doi.org/10.3390/educsci12080517
APA StyleSipiyaruk, K., Hatzipanagos, S., Vichayanrat, T., Reynolds, P. A., & Gallagher, J. E. (2022). Evaluating a Dental Public-Health Game across Two Learning Contexts. Education Sciences, 12(8), 517. https://doi.org/10.3390/educsci12080517