A Virtual Escape Room Plot to Enhance Undergraduate Dental Students’ Skills in Radiographic Differential Diagnosis

Background/Objectives: The use of gamification – game concepts and elements applied in nongame contexts – has garnered considerable interest across various sectors, including healthcare and education. This study aims to showcase the effectiveness of a virtual escape room (vER) activity to enhance undergraduate dental student’s understanding of differential diagnosis in oral through interactive and challenging cases. In addition, the study explores how this approach may influence student knowledge, identifies potential benefits, and highlights relevant challenges for implementing such gamification strategies in oral radiology education. Materials and Methods: The vER was created using Google Forms to engage dental students as part of the undergraduate oral radiology course. Following the initial formal presentation about the topic, this Es-R activity took place 1 week after in a classroom setting, engaging a total of 80 students. Knowledge was assessed using a pre and postactivity questionnaire. Feedback was collected using the Likert scale. A paired-sample t -test was used to analyze the difference between the preactivity and postactivity scores, and statistical significance was assessed at P < 0.05. Results: A significant increase in scores was noted from preactivity to postactivity. The mean preactivity score was 6.19 (standard deviation [SD] =1.8), whereas the mean postactivity score was 8.95 (SD = 1.2) out of 10 maximum points. A paired sample t -test revealed that the increase in scores was statistically significant ( P < 0.001). Conclusions: The findings of this study suggest that the vER activity significantly enhanced student knowledge, with overall positive feedback from participants. These findings suggest that such gamification strategies can boost academic performance. Further research is recommended to explore long-term retention of knowledge gained through such methods.

Authors

Institutions

Publication Details

Journal
Journal of the International Clinical Dental Research Organization
Published
2025-01-01
DOI
https://doi.org/10.4103/jicdro.jicdro_103_24
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

A Virtual Escape Room Plot to Enhance Undergraduate Dental Students’ Skills in Radiographic Differential Diagnosis

Hanadi Khalifa, Fatma Badr
3 citations
Journal of the International Clinical Dental Research Organization
Educational Games and Gamification
10.33
article

A Virtual Escape Room Plot to Enhance Undergraduate Dental Students’ Skills in Radiographic Differential Diagnosis

Hanadi Khalifa, Fatma Badr
article en
3 citations

Abstract

Background/Objectives: The use of gamification – game concepts and elements applied in nongame contexts – has garnered considerable interest across various sectors, including healthcare and education. This study aims to showcase the effectiveness of a virtual escape room (vER) activity to enhance undergraduate dental student’s understanding of differential diagnosis in oral through interactive and challenging cases. In addition, the study explores how this approach may influence student knowledge, identifies potential benefits, and highlights relevant challenges for implementing such gamification strategies in oral radiology education. Materials and Methods: The vER was created using Google Forms to engage dental students as part of the undergraduate oral radiology course. Following the initial formal presentation about the topic, this Es-R activity took place 1 week after in a classroom setting, engaging a total of 80 students. Knowledge was assessed using a pre and postactivity questionnaire. Feedback was collected using the Likert scale. A paired-sample t -test was used to analyze the difference between the preactivity and postactivity scores, and statistical significance was assessed at P < 0.05. Results: A significant increase in scores was noted from preactivity to postactivity. The mean preactivity score was 6.19 (standard deviation [SD] =1.8), whereas the mean postactivity score was 8.95 (SD = 1.2) out of 10 maximum points. A paired sample t -test revealed that the increase in scores was statistically significant ( P < 0.001). Conclusions: The findings of this study suggest that the vER activity significantly enhanced student knowledge, with overall positive feedback from participants. These findings suggest that such gamification strategies can boost academic performance. Further research is recommended to explore long-term retention of knowledge gained through such methods.

Journal of the International Clinical Dental Research OrganizationVol. 17(1)
King Abdulaziz University (SA)
Quality Education
Openalex Percentile: Top 2%
Educational Games and Gamification
10.33
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

A Virtual Escape Room Plot to Enhance Undergraduate Dental Students’ Skills in Radiographic Differential Diagnosis — Hanadi Khalifa, Fatma Badr · Journal of the International Clinical Dental Research Organization (2025) | TGRS Research Map | TGRS