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The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention
16 references·0 citing·53 second hop
The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention (2023)The development of an online serious game…An educational board game for learning orofacial spaces: An experimental study comparing collaborative and competitive approaches (2023)An educational board game for…The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge (2021)The Effectiveness of a Seriou…Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature (2021)Serious Games and the COVID-1…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial (2019)Serious game is an effective …A systematic literature review on synchronous hybrid learning: gaps identified (2019)A systematic literature revie…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…Failing up: How failure in a game environment promotes learning through discourse (2018)Failing up: How failure in a …A rapid review of serious games: From healthcare education to dental education (2018)A rapid review of serious gam…Skills-O-Mat: Computer Supported Interactive Motion- and Game-Based Training in Mixing Alginate in Dental Education (2013)Skills-O-Mat: Computer Suppor…Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention (2013)Computer game-based and tradi…Development and Evaluation of an Interactive Dental Video Game to Teach Dentin Bonding (2011)Development and Evaluation of…The Design, Play, and Experience Framework (2009)The Design, Play, and Experie…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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(1968)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Learning and instruction in the hybrid virtual classroom: An investigation of students’ engagement and the effect of quizzes (2019)An examination of teachers’ strategies to foster student engagement in blended learning in higher education (2021)Engagement in Online Learning: Student Attitudes and Behavior During COVID-19 (2022)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review646 cited
  • 2019A systematic literature review on synchronous hybrid learning: gaps identified604 cited
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  • 2013Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention181 cited
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  • 2018Failing up: How failure in a game environment promotes learning through discourse67 cited
  • 2021The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge63 cited
  • 2019Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial62 cited
  • 2011Development and Evaluation of an Interactive Dental Video Game to Teach Dentin Bonding48 cited
  • 2021

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Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature
43 cited
  • 2023An educational board game for learning orofacial spaces: An experimental study comparing collaborative and competitive approaches42 cited
  • 2013Skills-O-Mat: Computer Supported Interactive Motion- and Game-Based Training in Mixing Alginate in Dental Education37 cited
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