All Work and No Play Makes Jack a Dull Boy – A Systematic Review on Effectiveness of Game-based Learning in Dental Education

Authors

DOI:

https://doi.org/10.1344/der.2025.46.77-88

Keywords:

dental education, game-based learning, teaching, teaching effectiveness

Abstract

Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and instructors. This concept is promising for learners to self-direct their learning. However, there is no clear evidence yet to support their effectiveness over traditional approaches in terms of competence improvement. The present systematic review aimed to assess and compare all the available literature on the effect of game-based learning on dental education. The PubMed, Scopus, Cochrane, Science Direct, Lilac, and Web of Science databases were searched using the pre-determined MeSH terms and eligibility criteria. The search yielded a total of eight articles. The studies included applications like Kahoot, GoDental, DentalByte, Skills-o-mat, and Playdent for GBL and compared their effectiveness to conventional methods. It was found that overall student satisfaction, motivation and interest was higher in GBL methods compared to the conventional methods of learning. GBL seems to be an effective tool for knowledge acquisition among dental students. However, further research should be conducted to compare the effectiveness of GBL against other learning methods. Newer games can also be tailor-made for specific learning objectives.

References

Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review. Review of Educational Research, 85(4), 740–779. https://doi.org/10.3102/0034654315577210

Akaltan, K. F., Önder, C., Vural, Ç., Orhan, K., Akdoğan, N., & Atakan, C. (2023). The effect of game-based learning on basic life support skills training for undergraduate dental students. Journal of Dental Education, 87(10), 1458–1468. https://doi.org/10.1002/jdd.13303

Al-Elq, A. H. (2010). Simulation-based medical teaching and learning. Journal of Family & Community Medicine, 17(1), 35–40. https://doi.org/10.4103/1319-1683.68787

Al-Saud, L. M. (2023). Simulated skill complexity and perceived cognitive load during preclinical dental training. European Journal of Dental Education: Official Journal of the Association for Dental Education in Europe, 27(4), 992–1003. https://doi.org/10.1111/eje.12891

Arayapisit, T., Pojmonpiti, D., Dansirisomboon, K., Jitverananrangsri, K., Poosontipong, D., & Sipiyaruk, K. (2023). An educational board game for learning orofacial spaces: An experimental study comparing collaborative and competitive approaches. Anatomical Sciences Education, 16(4), 666–676. https://doi.org/10.1002/ase.2257

Bankar, M. N., Bankar, N. J., Singh, B. R., Bandre, G. R., & Shelke, Y. P. (2023). The Role of E-Content Development in Medical Teaching: How Far Have We Come? Cureus, 15(8), e43208. https://doi.org/10.7759/cureus.43208

Borit, M., & Stangvaltaite-Mouhat, L. (2020). GoDental! Enhancing flipped classroom experience with game-based learning. European Journal of Dental Education: Official Journal of the Association for Dental Education in Europe, 24(4), 763–772. https://doi.org/10.1111/eje.12566

Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/10.1016/j.heliyon.2022.e09541

Chernikova, O., Heitzmann, N., Stadler, M., Holzberger, D., Seidel, T., & Fischer, F. (2020). Simulation-Based Learning in Higher Education: A Meta-Analysis. Review of Educational Research, 90(4), 499–541. https://doi.org/10.3102/0034654320933544

Coman, C., Țîru, L. G., Meseșan-Schmitz, L., Stanciu, C., & Bularca, M. C. (2020). Online Teaching and Learning in Higher Education during the Coronavirus Pandemic: Students’ Perspective. Sustainability: Science Practice and Policy, 12(24), 10367. https://doi.org/10.3390/su122410367

Cook, D. A., & Reed, D. A. (2015). Appraising the quality of medical education research methods: the Medical Education Research Study Quality Instrument and the Newcastle-Ottawa Scale-Education. Academic Medicine: Journal of the Association of American Medical Colleges, 90(8), 1067–1076. https://doi.org/10.1097/ACM.0000000000000786

Dhawan, S. (2020). Online Learning: A Panacea in the Time of COVID-19 Crisis. Journal of Educational Technology Systems, 49(1), 5–22. https://doi.org/10.1177/0047239520934018

Dragan, I. F., Walji, M., Vervoorn, M., Quinn, B., Johnson, L., Davis, J., Garcia, L. T., & Valachovic, R. W. (2020). ADEA-ADEE Shaping the Future of Dental Education III: The impact of scientific technologies and discoveries on oral health globally. Journal of Dental Education, 84(1), 111–116. https://doi.org/10.1002/jdd.12027

Farrell, D. A. D. M. (2014). Applying the Self Determination Theory of Motivation in Games Based Learning. 1, 118–127. https://www.proquest.com/openview/a9a66aa64d401a6366a6b8ac2bf2d6f5/1?pq-origsite=gscholar&cbl=396495

Felszeghy, S., Pasonen-Seppänen, S., Koskela, A., Nieminen, P., Härkönen, K., Paldanius, K. M. A., Gabbouj, S., Ketola, K., Hiltunen, M., Lundin, M., Haapaniemi, T., Sointu, E., Bauman, E. B., Gilbert, G. E., Morton, D., & Mahonen, A. (2019). Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Medical Education, 19(1), 273. https://doi.org/10.1186/s12909-019-1701-0

Gorbanev, I., Agudelo-Londoño, S., González, R. A., Cortes, A., Pomares, A., Delgadillo, V., Yepes, F. J., & Muñoz, Ó. (2018). A systematic review of serious games in medical education: quality of evidence and pedagogical strategy. Medical Education Online, 23(1), 1438718. https://doi.org/10.1080/10872981.2018.1438718

Guze, P. A. (2015). Using Technology to Meet the Challenges of Medical Education. Transactions of the American Clinical and Climatological Association, 126, 260–270. https://www.ncbi.nlm.nih.gov/pubmed/26330687

Hannig, A., Lemos, M., Spreckelsen, C., Ohnesorge-Radtke, U., & Rafai, N. (2013). Skills-O-Mat: Computer Supported Interactive Motion- and Game-Based Training in Mixing Alginate in Dental Education. Journal of Educational Computing Research, 48(3), 315–343. https://doi.org/10.2190/EC.48.3.c

Harackiewicz, J. M., Smith, J. L., & Priniski, S. J. (2016). Interest Matters: The Importance of Promoting Interest in Education. Policy Insights from the Behavioral and Brain Sciences, 3(2), 220–227. https://doi.org/10.1177/2372732216655542

Jääskä, E., & Aaltonen, K. (2022). Teachers’ experiences of using game-based learning methods in project management higher education. Project Leadership and Society, 3, 100041. https://doi.org/10.1016/j.plas.2022.100041

Lateef, F. (2010). Simulation-based learning: Just like the real thing. Journal of Emergencies, Trauma, and Shock, 3(4), 348–352. https://doi.org/10.4103/0974-2700.70743

Mahrous, A., Botsko, D. L., Elgreatly, A., Tsujimoto, A., Qian, F., & Schneider, G. B. (2023). The use of artificial intelligence and game-based learning in removable partial denture design: A comparative study. Journal of Dental Education, 87(8), 1188–1199. https://doi.org/10.1002/jdd.13225

Martín-Hernández, P., Gil-Lacruz, M., Gil-Lacruz, A. I., Azkue-Beteta, J. L., Lira, E. M., & Cantarero, L. (2021). Fostering University Students’ Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL). Sustainability: Science Practice and Policy, 13(24), 13573. https://doi.org/10.3390/su132413573

Moran, J., Briscoe, G., & Peglow, S. (2018). Current Technology in Advancing Medical Education: Perspectives for Learning and Providing Care. Academic Psychiatry: The Journal of the American Association of Directors of Psychiatric Residency Training and the Association for Academic Psychiatry, 42(6), 796–799. https://doi.org/10.1007/s40596-018-0946-y

Mormer, E. (2018). What’s in Your Teaching Toolbox? Seminars in Hearing, 39(1), 107–114. https://doi.org/10.1055/s-0037-1613710

Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9), 177. https://doi.org/10.3390/computers12090177

Nguyen, L. T., Kanjug, I., Lowatcharin, G., Manakul, T., Poonpon, K., Sarakorn, W., Somabut, A., Srisawasdi, N., Traiyarach, S., & Tuamsuk, K. (2022). How teachers manage their classroom in the digital learning environment – experiences from the University Smart Learning Project. Heliyon, 8(10), e10817. https://doi.org/10.1016/j.heliyon.2022.e10817

Nkadimeng, M., & Ankiewicz, P. (2022). The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education. Journal of Science Education and Technology, 31(5), 605–620. https://doi.org/10.1007/s10956-022-09981-0

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. BMJ , 372, n71. https://doi.org/10.1136/bmj.n71

Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method. Frontiers in Psychology, 12, 749837. https://doi.org/10.3389/fpsyg.2021.749837

Pisal, E., Bommanavar, S., Agarwal, R., Baad, R., Vibhute, N., & Belgaumi, U. (2022). Game Based Learning Approach (Gbl) To Improve Student’s Learning Performance In Dental Academics. Journal of Positive School Psychology , 6(8), 4951–4959. https://journalppw.com/index.php/jpsp/article/view/10706

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033

Tuil, N., Lescaille, G., Jordan, L., Berteretche, M.-V., & Braud, A. (2023). Implementation of game-based training in oral rehabilitation of edentulous patients in an undergraduate dental course. Journal of Dental Education, 87(3), 364–373. https://doi.org/10.1002/jdd.13124

Tuma, F. (2021). The use of educational technology for interactive teaching in lectures. Annals of Western Medicine and Surgery, 62, 231–235. https://doi.org/10.1016/j.amsu.2021.01.051

Wang, X., Cheng, M., & Li, X. (2023). Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review. Journal of Educational Computing Research, 61(7), 1505–1536. https://doi.org/10.1177/07356331231180951

Xu, M., Luo, Y., Zhang, Y., Xia, R., Qian, H., & Zou, X. (2023). Game-based learning in medical education. Frontiers in Public Health, 11, 1113682. https://doi.org/10.3389/fpubh.2023.1113682

Downloads

Published

2025-02-03

Issue

Section

Peer Review Articles

Similar Articles

<< < 1 2 

You may also start an advanced similarity search for this article.