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Game-Based Learning Approach Using the "TAO Software" in Dental Academics: A Cross-Sectional Study
Santosh K Kotnoor1, Smit Shiroya2, Neeta J Pothanikat3
1Department of Oral Pathology and Microbiology, HKES S Nijalingappa Institute of Dental Science and Research, Kalaburgi, Karnataka, India.
Introduction:
The evolution of game-based learning in the dental education has created a tremendous impact on achieving the goal set by educationalists and educational research committees all over the globe. The need to replace traditional passive teaching to active teaching has demanded inclusion of student-centric teaching methodologies for quality education. Involving game elements in teaching has proved to develop critical thinkers with attainment of 100% graduate attributes.
Aim:
To apply the TAO software in teaching dental academics as a new innovative game-based learning approach.
Methodology:
A cross-sectional study design was conducted among 100 dental students enrolled for the BDS program during the period of November 2022 to November 2023. The inclusion criteria were students enrolled in the first-year BDS course. The exclusion criteria were students enrolled in other courses of different disciplines of health sciences (medicine, nursing, physiotherapy, allied sciences, and pharmacy). The "toss a coin" method of randomization was applied for categorizing the samples equally into control group and study group. The mode of teaching for control groups was decided to be traditional PowerPoint presentation method, and the mode of teaching for study group was selected to be TAO game-based learning software. The "chit method" was applied for the selection of topic to avoid selection bias. The assessment method deployed was "Questionnaire method" that consisted of 10 close-ended questions on the topic, as formulated, validated, and approved by the experts. The scores obtained by both methods were subjected to statistical analysis.
Results:
The mean of knowledge gained by study group students 86% was significantly higher than the mean of knowledge gained by control group students 38% (P = 0.003).
Conclusion:
Game-based learning using the TAO software proved to have positive impact on academic performance of students with better learning outcomes, thereby opening a new avenue for enhancing quality teaching in the dental education.

