Redirigiendo al acceso original de articulo en 19 segundos...
Inicio  /  Computers  /  Vol: 10 Par: 4 (2021)  /  Artículo
ARTÍCULO
TITULO

Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature

Kawin Sipiyaruk    
Stylianos Hatzipanagos    
Patricia A. Reynolds and Jennifer E. Gallagher    

Resumen

The COVID-19 pandemic has forced faculties including dental schools into a ?new normal?, where the adoption of remote or distance learning is required to minimise the risk of infection. Synchronous learning historically was favoured due to the perceived advantage of ?real time? interactions between instructors and learners; these interactions are not always possible in asynchronous settings. However, serious games can overcome this limitation of asynchronous learning. This integrative review explores the literature on serious games in dental education, to construct a conceptual framework of their strengths in this pandemic. Following consideration of inclusion and exclusion criteria, 15 articles on 11 serious games designed for dental education were included in this review. Our investigation points to an increase in the use of serious games since 2018. The findings of the review support the use of serious games in dental education during the recent crisis. Key strengths include positive educational outcomes, enhanced engagement and motivation, interactive asynchronous distance learning, a safe learning environment, and the advantage of stealth assessment. Consequently, the ?new normal? in education appears to support a very promising future for serious games, particularly in dental education. A conceptual framework is proposed to inform further research across all education settings and timeframes.

 Artículos similares

       
 
Sarah Parkinson, Sophie Schumann, Amelia Taylor, Clare Fenton, Gavin Kearney, Megan Garside and Daniel Johnston    
Previous studies have shown that autistic people often display atypical responses when processing sensory information, with particular prevalence within the auditory domain. Often provoked by common everyday sounds, auditory hypersensitivity can result i... ver más
Revista: Applied Sciences

 
Pavlos Toukiloglou and Stelios Xinogalos    
This paper reviews the research on adaptive serious games for programming regarding the implementation of their support systems. Serious games are designed to educate players in an entertaining and engaging manner. A key element in terms of meeting their... ver más
Revista: Information

 
Sofia Pescarin and Delfina S. Martinez Pandiani    
This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects affecti... ver más
Revista: Information

 
Qasim Ali, Ilona Heldal, Carsten Gunnar Helgesen and Are Dæhlen    
Eye-tracking technologies (ETs) and serious games (SGs) have emerged as new methods promising better support for vision screening and training. Previous research has shown the practicality of eye-tracking technology for vision screening in health care, b... ver más
Revista: Information

 
Sara Condino, Marco Gesi, Rosanna Maria Viglialoro, Marina Carbone and Giuseppe Turini    
Revista: Applied Sciences