Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol

© 2020 Elsevier B.V. Objectives: To develop and evaluate a serious game to deliver knowledge about the cleft lip with or without cleft palate (CL/P) protocol used in Craniofacial Center, Chiang Mai University. Methods: The game “Cleft Island” was developed then extensively evaluated using different...

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Main Authors: Patison Palee, Noppon Wongta, Krit Khwanngern, Waritsara Jitmun, Noppon Choosri
Format: Journal
Published: 2020
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http://cmuir.cmu.ac.th/jspui/handle/6653943832/70775
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Institution: Chiang Mai University
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spelling th-cmuir.6653943832-707752020-10-14T08:41:07Z Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol Patison Palee Noppon Wongta Krit Khwanngern Waritsara Jitmun Noppon Choosri Medicine © 2020 Elsevier B.V. Objectives: To develop and evaluate a serious game to deliver knowledge about the cleft lip with or without cleft palate (CL/P) protocol used in Craniofacial Center, Chiang Mai University. Methods: The game “Cleft Island” was developed then extensively evaluated using different criteria, including the measured knowledge gained by participants, and gameplay experience. A group of 53 fourth and fifth-year medical students (male: 24, female: 29) were recruited to take part in an experiment. They were from the Faculty of Medicine, Chiang Mai University, and had just rotated to the Department of Surgery. Three evaluations were conducted: 1) to test whether the players had competently gained CL/P knowledge; 2) to evaluate the usability of the game according to the System Usability Scale (SUS); and 3) to evaluate the game experience in terms of a Game Experience Questionnaire (GEQ) test. Results: The results indicate a statistically significant improvement of medical students’ knowledge after performing the Wilcoxon Signed-Ranks test (p < 0.5) between pre-test and post-test scores of the same medical student group; the acceptable average SUS score (M = 55.28) of the serious game; a moderate degree of experience of the GEQ components including positive affect (M = 2.64), competence (M = 2.49), and immersion (M = 2.21). Conclusions: Cleft Island can be used as an effective supplementary instructional material, which has the potential to provide significant knowledge of CL/P treatment protocol for the players. As far as the authors are aware, this is the first study to implement and assess a serious game for training in CL/P protocol. 2020-10-14T08:41:07Z 2020-10-14T08:41:07Z 2020-09-01 Journal 18728243 13865056 2-s2.0-85086514231 10.1016/j.ijmedinf.2020.104166 https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85086514231&origin=inward http://cmuir.cmu.ac.th/jspui/handle/6653943832/70775
institution Chiang Mai University
building Chiang Mai University Library
continent Asia
country Thailand
Thailand
content_provider Chiang Mai University Library
collection CMU Intellectual Repository
topic Medicine
spellingShingle Medicine
Patison Palee
Noppon Wongta
Krit Khwanngern
Waritsara Jitmun
Noppon Choosri
Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol
description © 2020 Elsevier B.V. Objectives: To develop and evaluate a serious game to deliver knowledge about the cleft lip with or without cleft palate (CL/P) protocol used in Craniofacial Center, Chiang Mai University. Methods: The game “Cleft Island” was developed then extensively evaluated using different criteria, including the measured knowledge gained by participants, and gameplay experience. A group of 53 fourth and fifth-year medical students (male: 24, female: 29) were recruited to take part in an experiment. They were from the Faculty of Medicine, Chiang Mai University, and had just rotated to the Department of Surgery. Three evaluations were conducted: 1) to test whether the players had competently gained CL/P knowledge; 2) to evaluate the usability of the game according to the System Usability Scale (SUS); and 3) to evaluate the game experience in terms of a Game Experience Questionnaire (GEQ) test. Results: The results indicate a statistically significant improvement of medical students’ knowledge after performing the Wilcoxon Signed-Ranks test (p < 0.5) between pre-test and post-test scores of the same medical student group; the acceptable average SUS score (M = 55.28) of the serious game; a moderate degree of experience of the GEQ components including positive affect (M = 2.64), competence (M = 2.49), and immersion (M = 2.21). Conclusions: Cleft Island can be used as an effective supplementary instructional material, which has the potential to provide significant knowledge of CL/P treatment protocol for the players. As far as the authors are aware, this is the first study to implement and assess a serious game for training in CL/P protocol.
format Journal
author Patison Palee
Noppon Wongta
Krit Khwanngern
Waritsara Jitmun
Noppon Choosri
author_facet Patison Palee
Noppon Wongta
Krit Khwanngern
Waritsara Jitmun
Noppon Choosri
author_sort Patison Palee
title Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol
title_short Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol
title_full Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol
title_fullStr Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol
title_full_unstemmed Serious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocol
title_sort serious game for teaching undergraduate medical students in cleft lip and palate treatment protocol
publishDate 2020
url https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85086514231&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/70775
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