Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers

Research Article

Knowledge Improvement of Dental Students in Thailand and UK Through an Online Serious Game in Dental Public Health

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  • @INPROCEEDINGS{10.1007/978-3-319-29060-7_13,
        author={Kawin Sipiyaruk and Stylianos Hatzipanagos and Jennifer Gallagher and Patricia Reynolds},
        title={Knowledge Improvement of Dental Students in Thailand and UK Through an Online Serious Game in Dental Public Health},
        proceedings={Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers},
        proceedings_a={SGAMES},
        year={2016},
        month={3},
        keywords={Dental education Dental public health Educational game Online learning Serious game},
        doi={10.1007/978-3-319-29060-7_13}
    }
    
  • Kawin Sipiyaruk
    Stylianos Hatzipanagos
    Jennifer Gallagher
    Patricia Reynolds
    Year: 2016
    Knowledge Improvement of Dental Students in Thailand and UK Through an Online Serious Game in Dental Public Health
    SGAMES
    Springer
    DOI: 10.1007/978-3-319-29060-7_13
Kawin Sipiyaruk,*, Stylianos Hatzipanagos1,*, Jennifer Gallagher2,*, Patricia Reynolds2,*
  • 1: King’s College London
  • 2: Dental Institute, King’s College London
*Contact email: kawin.sipiyaruk@kcl.ac.uk, s.hatzipanagos@kcl.ac.uk, jenny.gallagher@kcl.ac.uk, p.a.reynolds@kcl.ac.uk

Abstract

A serious game for Dental Public Health (DPH), GRAPHIC, was developed to support students in designing health promotion programmes at King’s College London. Based on the evaluation data from an initial pilot study, there was evidence that GRAPHIC had the potential to be a global learning tool. Taking this evidence into account, a new version of GRAPHIC in Thai language was developed for students at Mahidol University in Thailand. King’s and Mahidol dental students piloted these two otherwise identical versions in January and February 2015 to test the knowledge acquisition in DPH. The students were given the opportunity to carry out activities in GRAPHIC, including completing pre- and post-knowledge tests. The initial findings support the effectiveness of GRAPHIC as a learning tool because the disciplinary knowledge of students from both institutions was significantly improved after interacting with the game. The paper presents these findings and makes recommendations for further improvements to the game.