Skip to content
Open access

Use of Gamification as an Active Teaching and Learning Methodology in Undergraduate Dental Education in Oral Radiology.

Aug 2026 · Journal of Dental Education · 0 citations · 18 references
Medicine

TL;DR

Gamification, when used as a complementary strategy alongside traditional instruction, was associated with improved academic performance and positive student perceptions in undergraduate oral radiology courses, and support the integration of structured gamified activities as a potentially beneficial approach to enhance engagement and reinforce learning in dental education.

Abstract

PURPOSE/

Objectives

Active learning methodologies have been increasingly adopted in dental education to promote student engagement and improve learning outcomes. Gamification has emerged as a promising strategy; however, evidence regarding its effectiveness in oral radiology education remains limited. This study aimed to evaluate the effectiveness of a gamified instructional activity, used in combination with traditional teaching, in undergraduate oral radiology courses.

Methods

This mixed-methods, single-group pre-/post quasi-experimental study was conducted with 68 undergraduate dental students enrolled in Oral Radiology I and II at Pontifícia Universidade Católica de Minas Gerais. In addition, a historical control group of 64 students from the previous academic year, who received only conventional lecture-based instruction, was included for comparison. Students completed an assessment following traditional lecture-based instruction and a second assessment after participation in a gamified activity (Power Radio). Data followed a non-normal distribution; therefore, the Wilcoxon signed-rank test was used for paired comparisons within the current cohort, and the Mann-Whitney U test was used for comparisons between the current cohort and the historical control. Student perceptions of the gamified activity were collected through qualitative feedback.

Results

Mean assessment scores increased significantly after the gamified intervention in both Oral Radiology I (from 5.6 to 8.6) and Oral Radiology II (from 4.8 to 8.1) (p < 0.0001). No statistically significant differences were observed between male and female students. Most participants (96.1%) reported that the gamified activity was an effective didactic resource and described increased motivation, engagement, and perceived learning benefits.

Conclusions

Gamification, when used as a complementary strategy alongside traditional instruction, was associated with improved academic performance and positive student perceptions in undergraduate oral radiology courses. These findings support the integration of structured gamified activities as a potentially beneficial approach to enhance engagement and reinforce learning in dental education.

Read PDF

Similar papers

Review Open access Aug 2026

Gamification in dental education: Role of Kahoot in enhancing student engagement, learning outcomes and knowledge retention

Objective: Digital technology in education has made a significant change in pedagogy where Gamification has become a novel approach of instruction involving competition, scoring, rewards and leaderboards that is capable of enhancing motivation and engagement of learners.  Kahoot is the most widely used online game-base...

Afsheen Mansoor, Fouzia Farrukh, Emaan Mansoor et al. · 0 citations
Review Aug 2026

Active learning to enhance evidence-based practice learning outcomes in undergraduate physiotherapy education: a quasi-experimental study.

Participation in the active learning program was associated with higher self-perceived EBP skills and reported frequency of use, although changes in attitudes and beliefs were limited.

M. Andreu, Marco Ostolaza, D. H. Verdecchia et al. · 0 citations
Jul 2026

An Evaluation of an Integrated Multimodal Teaching Framework in an Undergraduate Oral Microbiology Course.

Structured literature reading, flipped classroom instruction, CBL, and laboratory-based teaching appeared to play complementary roles in supporting theoretical understanding, practical engagement, and clinical reasoning in an undergraduate oral microbiology course.

Hong Xie, Wei-Ying Liu, Hong-Xia Fan et al. · 0 citations
Jul 2026

Use of Kahoot!® in Small-Group Teaching Sessions in Clinical Veterinary Oncology-Student Perceptions and Impact on Learning.

There is an ever-growing need to maintain student engagement and optimize knowledge retention in higher education. To address this need, the use of digital game-based learning (DGBL) provides opportunities for instruction and assessments of students. The objectives of this study were to evaluate whether using a popular...

R. T. Callahan, K. Boudreaux, M. Chigerwe et al. · 0 citations
Open access Sep 2026

Effect of flipped classroom versus traditional didactic lecture on learning outcomes among medical students: A crossover study.

Background The flipped classroom method is a learner-centric approach that encourages active learning. Even though this method has shown promise in medical education, evidence regarding its effectiveness in undergraduate anatomy teaching remains limited. Objective: The study compared the flipped classroom teaching met...

S. Skaria · 0 citations
Open access Jul 2026

Effectiveness of Flipped Classroom Versus Traditional Lecture in Pharmacology Among Undergraduate Medical Students: A Quasi-Experimental Study

Background: Traditional lecture-based teaching in medical education is predominantly teacher-centred and often limits active student participation. Learner-centred approaches such as the flipped classroom have gained attention for enhancing engagement and promoting deeper learning. Aim: To compare the effectiveness of...

Sathiyanathan Thirumurugan, Gajanan Kulkarni, Prabhmeet Kaur et al. · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.