A Concept Centric Synthesis Matrix Framework (SMF) on the application of Game-based learning (GBL) as an emerging paradigm in the curriculum of dentistry

Background The advancements in digital technologies and globalization in dentistry demand a new innovative way of teaching and learning methodologies to shape our students to perceive high intellectual skills and critical learning abilities in the Indian education system. Few empirical studies have contextualized Game Based Learning (GBL) to achieve this herculean task. This review aims to offer a concept-centric synthesis matrix framework (SMF) to synthesize a few evidence-based studies on game-based learning and gamification to conceptualize theories and understand the hypothesis involved in game dynamics for increased student involvement in learning. Methods The search strategy was initiated using PRESS in databases such as PubMed/Medline, Embase, and Scopus was conducted with language restriction (English) and time restriction (2010- 2020). Publications included in the review spanned to original studies in the domain of teaching modules applying game-based learning (GBL), excluding articles with language other than English & review articles. Results All the studies synthesized by SMF inferred higher cognitive outcomes using GBL with an excellent understanding of the subject and increased academic scores. Conclusion Game-based learning (GBL) and gamification can be a new platform that can create an extra level of motivation and increase learners’ cognitive development. The application of SMF is crucial in identifying the knowledge gap from the existing literature, providing valuable insights for future research. This approach should be considered as a preliminary exercise prior to the conduction of SLR or scoping review, ensuring that educators and policymakers are well-informed about the research needs in dentistry education.

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Publication Details

Published
2024-09-20
DOI
https://doi.org/10.53365/drt/193486
Primary Topic
Educational Games and Gamification
Type
article
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article

A Concept Centric Synthesis Matrix Framework (SMF) on the application of Game-based learning (GBL) as an emerging paradigm in the curriculum of dentistry

Sushma Bommanavar, Santoshkumar Kotnoor
Educational Games and Gamification
article

A Concept Centric Synthesis Matrix Framework (SMF) on the application of Game-based learning (GBL) as an emerging paradigm in the curriculum of dentistry

Sushma Bommanavar, Santoshkumar Kotnoor
article en

Abstract

Background The advancements in digital technologies and globalization in dentistry demand a new innovative way of teaching and learning methodologies to shape our students to perceive high intellectual skills and critical learning abilities in the Indian education system. Few empirical studies have contextualized Game Based Learning (GBL) to achieve this herculean task. This review aims to offer a concept-centric synthesis matrix framework (SMF) to synthesize a few evidence-based studies on game-based learning and gamification to conceptualize theories and understand the hypothesis involved in game dynamics for increased student involvement in learning. Methods The search strategy was initiated using PRESS in databases such as PubMed/Medline, Embase, and Scopus was conducted with language restriction (English) and time restriction (2010- 2020). Publications included in the review spanned to original studies in the domain of teaching modules applying game-based learning (GBL), excluding articles with language other than English & review articles. Results All the studies synthesized by SMF inferred higher cognitive outcomes using GBL with an excellent understanding of the subject and increased academic scores. Conclusion Game-based learning (GBL) and gamification can be a new platform that can create an extra level of motivation and increase learners’ cognitive development. The application of SMF is crucial in identifying the knowledge gap from the existing literature, providing valuable insights for future research. This approach should be considered as a preliminary exercise prior to the conduction of SLR or scoping review, ensuring that educators and policymakers are well-informed about the research needs in dentistry education.

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Educational Games and Gamification
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