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dc.contributor.authorPatison Paleeen_US
dc.contributor.authorNoppon Wongtaen_US
dc.contributor.authorKrit Khwanngernen_US
dc.contributor.authorWaritsara Jitmunen_US
dc.contributor.authorNoppon Choosrien_US
dc.date.accessioned2020-10-14T08:41:07Z-
dc.date.available2020-10-14T08:41:07Z-
dc.date.issued2020-09-01en_US
dc.identifier.issn18728243en_US
dc.identifier.issn13865056en_US
dc.identifier.other2-s2.0-85086514231en_US
dc.identifier.other10.1016/j.ijmedinf.2020.104166en_US
dc.identifier.urihttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85086514231&origin=inwarden_US
dc.identifier.urihttp://cmuir.cmu.ac.th/jspui/handle/6653943832/70775-
dc.description.abstract© 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.en_US
dc.subjectMedicineen_US
dc.titleSerious Game for Teaching Undergraduate Medical Students in Cleft lip and Palate Treatment Protocolen_US
dc.typeJournalen_US
article.title.sourcetitleInternational Journal of Medical Informaticsen_US
article.volume141en_US
article.stream.affiliationsChiang Mai Universityen_US
article.stream.affiliationsCenter of Data Analytics and Knowledge Synthesis for Healthcareen_US
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