A Systematic Mapping of Serious Games for Oral Health
Rafael de Andrade Pereira
1
a
, Vinicius Schultz Garcia da Luz
1
b
, Simone Nasser Matos
1
c
,
Rui Pedro Lopes
2
d
and Helyane Bronoski Borges
1
e
1
Computer Science Dept., Federal University of Technology, Paraná (UTFPR), Ponta Grossa, PR, Brazil
2
Research Center in Digitalization and Industrial Robotics, Instituto Politécnico de Bragança (IPB), Bragança, Portugal
Keywords: Game-based Learning, Oral Health, Systematic Mapping.
Abstract: Oral health in the daily lives of individuals allows health promotion and prevention. Oral health literacy is
fundamental to enable people to have the knowledge and be aware of its importance, enabling them to process,
evaluate and apply information on this topic. Serious games, in the educational domain, can be used to assist
in this literacy. This article carries out systematic mapping of these games in the field of oral health. The
mapping included work carried out in the last 5 years and indexed in four repositories. As result it was found
that there are few serious games for oral health, and few have a well-defined process for learning.
1 INTRODUCTION
Oral health, despite being an important part of
physical health, still receives little attention. Kisely
(2016) conducted a study and found that serious
mental illnesses, affective and eating disorders can be
associated with dental problems such as tooth decay
and periodontal diseases. These diseases can lead to
tooth loss and the problem can be aggravated due to
the use of medication.
A bad dentition can lead to problems with
chewing which can impair nutritional intake (Kane,
2017). One way to help solve this problem is to
provide individuals with Oral Health Literacy (OHL)
(Baskaradoss, 2018). Literacy allows understanding
and acting on health issues (Sorensen et al., 2012),
allowing for a better quality of life (Martins et al.,
2015). Ratzan and Parker (2000) report that health
literacy promotes the “ability to obtain, process, and
understand basic health information and services
necessary to make appropriate health decisions”.
However, how to provide oral health education in a
more interactive way in order to provide individuals
with their literacy?
a
https://orcid.org/0000-0003-2997-5082
b
https://orcid.org/0000-0002-9616-3503
c
https://orcid.org/0000-0002-5362-2343
d
https://orcid.org/0000-0002-9170-5078
e
https://orcid.org/0000-0002-9153-3819
Educational or serious games are interactive tools
that assist in the development of skills and learning.
Their main objective is to consolidate knowledge
instead of simply encouraging entertainment. This type
of games encompasses three main characteristics: they
provide a learning environment or tool, usually based
on an interactive media simulation, and are based on
game mechanics and elements. The game elements are
related to the operating dynamics and mechanics of
how the player interacts and progresses through a
game. Their components are environments, scenarios,
characters or representation of the player (Gunter,
Kenny, & Vick, 2008).
Serious games have a dynamic to transmit
concepts and situations aligned with work, education,
health, safety, sports, among others, which allow
simulating recreational experiences closer to reality.
However, they are aimed at a particular audience in
which specific knowledge concerning the area they
are applied (Mello & Zendron, 2015). Bigdeli and
Kaufman (2017) proved that the closer a game is to
the educational environment or the student's own
reality, the more productive learning will be.
Serious games seek to keep at a maximum the
ability of a player to solve certain problems, even if it
400
Pereira, R., Garcia da Luz, V., Matos, S., Lopes, R. and Borges, H.
A Systematic Mapping of Serious Games for Oral Health.
DOI: 10.5220/0010502304000407
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 1, pages 400-407
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
is allowed to choose the levels of difficulties or until
the player becomes an expert on the challenges of the
game. These games are designed to enhance
individual skills and improve some aspects of
learning (Hägglund, 2012).
The work described in this paper performs a
systematic mapping to obtain an overview of the
studies already conducted on the theme of serious
games in the context of oral health literacy. The
mapping was carried out in the time frame from 2015
to 2021 and used the method of Kitchenham and
Charters (2007). Four search repositories were
considered: ACM, Scopus, IEEE Xplore and SciELO.
2 SERIOUS GAMES
The use of serious games promotes interactive and
explicit learning, as knowledge is developed through
experiences obtained during interactions and can be
transferred to other activities in the real world. These
games adopt several strategies to promote cognitive
skills in which students learn by performing activities
and engaging with appropriate content and contexts
(Mello & Zendron, 2015).
Games can be framed as a didactic tool of
educational support, in which different contents can
be approached in an interactive and efficient way,
potentiating the development of knowledge on a
certain subject (Ferreira et al., 2018).
Serious games seek to keep players in an
interactive learning circle to motivate them in
creating and proposing different solutions to solve
problems or challenges; otherwise, there will be
abandonment in solving the challenges (Eck, 2015).
The classification of serious games is based on the
criteria of gameplay, purpose, market, and target
audience. However, many games can be categorized
on the gameplay criteria due to their complexity,
rules, challenges and objectives (Alvarez, Djaouti &
Rampnoux, 2020).
In the study by Garmen, Pérez, Redondo, and
Veledo (2019) two tools that apply serious games
were evaluated: Cuibrain (Studios and Cuicui, 2020a)
and Boogies Academy (Studios and Cuicui, 2020b).
The first application uses mathematics and literacy to
assist in the development of multiple intelligences,
such as memorization, concentration, coordination
and attention. Boogies Academy, on the other hand,
offers several serious games with activities of logic,
biology and music, with the objective of improving
cognitive skills and also checking the emotional state
of the player during interactions.
Garmen et al. (2019) found that from a sample of
372 students from the first to the third grade of
elementary education, the use of serious games
helped to reduce the level of anxiety during the
interactions with the tool. The authors concluded that
by using the tool, it is possible to stimulate multiple
intelligences even of students who have learning
difficulties.
Thus, the application of serious games can
improve cognitive skills bringing students closer to
real-world activities and experiences.
3 ORAL HEALTH
An individual's well-being is associated to daily
activities such as eating, talking, smiling, among
others. Oral health is an integral part of this well-
being (Baiju, Peter, Varghese, & Sivaram, 2017). For
this reason, oral problems can negatively impact the
performance of activities and people's quality of life.
Oral diseases and their complications can cause
deprivation and psychological constraints on the
individual (Ju et al., 2017).
Baskaradoss (2018) conducted a study and found
that people who have a low level of OHL had worse
periodontal health. The author states that improving
individuals OHL can help with their self-
management skills and also with overall treatment
outcomes.
Sipiyaruk, Gallagher, Hatzipanagos and Reynolds
(2018) comment that there is an increase in serious
games applied in health education, but the evidence
of its impact still isn’t very clear. For this reason, they
carried out a quick review study on serious games
concerning health and dental education, covering the
period from 2005 to 2016 and contemplating 10
repositories. Its purpose was to find evidence by
means of systematic reviews and meta-analyzes of the
impacts of serious games on health education and to
explore the impacts of serious games on dental
education. The result of the review found that serious
games are effective as a learning tool for improving
knowledge and skills and are an option for education
in health and dentistry. These games can be a
complementary strategy to involve students and
improve their motivation.
Morais, Vergara, Brito and Sampaio (2020)
conducted a study on integrative review to find works
on serious games aimed at education in children’s
oral hygiene, in addition to looking for apps on the
Android® platform available for this domain. The
author’s review used 8 repositories and Google
Scholar over the past 7 years. For the identification of
A Systematic Mapping of Serious Games for Oral Health
401
the applications, IEEE Xplore was used. As a result,
it was found that there are few apps for oral hygiene
education and most of them are aimed at children.
The authors claim that exploiting technological
resources (smartphones, tablets, notebooks, E-
readers) in this area can help in public health policies.
Mehrotra (2020) carried out a systematic review
in order to identify studies that address the inclusion
of entertainment in the dental curriculum through
animations and games. The review allowed to expose
the projects of educational tools designed, presenting
their advantages and limitations. It also analyzed the
students’ perception regarding the adoption of
unconventional techniques for teaching and learning
in the area. As a result, it was found that entertainment
tools such as games, animations, and mimicking
provide more fun learning.
As can be seen, the literature review studies in the
field of dentistry that covers serious games are related
to the identification of evidence of the use of games
in the area (Sipiyaruk et al., 2018), a specific audience
in the case of oral hygiene for children (Morais et al.,
2020) or to verify the inclusion of entertainment in
the dentistry curriculum (Mehrotra, 2020). Thus, the
review proposed in this article aims to answer the
following question: “What is the landscape of serious
games on Oral Health?”, in order to identify to which
audiences they target, which subjects are addressed,
what is the learning assessment process, among
others that are detailed in the next section.
4 METHODOLOGY
The method used to carry out the systematic mapping
was that of Kitchenham and Charters (2007). Studies
related to the focus of this research, in the period from
2015 to 2021, which approach learning games on oral
health, were identified. This period was defined to
relate the most recent studies in the area in question.
Figure 1 illustrates the process adopted.
4.1 Repositories and Search Criteria
The extraction of primary studies was performed in 4
(four) digital libraries (ACM, Scopus, IEEE Xplore
and SciELO). All searches in these repositories were
done covering the period between 2015 and 2021.
Several search terms had already been thought
and discussed among the researchers, which
facilitated the process of composing the search strings
and keywords. The keywords were: Game;
Education; Learning; Teaching; Oral; Dental.
Figure 1: Methodology overview.
The search string used was: TITLE-ABS-KEY
(game AND (education OR learning OR teaching)
AND (oral OR dental)).
4.2 Selection of Studies
The researchers who carried out the mapping were the
evaluators of the collected primary works. The
inclusion and exclusion criteria were then defined.
The inclusion criteria are:
Articles written in English
Open access articles
Articles with relevance to the addressed topic
Articles published from 2015
The exclusion criteria are listed below:
Duplicate articles
Conference papers
Articles with title and abstract out of the scope
Selected articles must answer the following
research questions:
Q1. What subjects are covered in the games?
Which audience are they for?
Q2. How does the game work?
Q3. What technologies were used to build the
game?
Q4. How does learning assessment occur?
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Table 1 presents the preliminary results per
research database for the chosen string.
Table 1: Number of works per repository.
Repositories
ACM 2
Scopus 76
IEEE Xplore 10
SciELO 0
Total 88
From the search results, a selection procedure was
performed using the inclusion and exclusion criteria
for choosing the articles. Altogether, at the end of the
selection procedure, approximately 89.77% of the
included studies were eliminated by the exclusion
criteria. Figure 2 shows the result of the process of
executing the exclusion criteria.
Figure 2: Results of the sorting process.
5 RESULTS
From the criteria established for the search, and from
all sorting stages, the research resulted in 9 (nine)
articles. After a new analysis, three were excluded
because they were review articles (Sipiyaruk et al.
(2018); Morais et al. (2020); Mehrotra (2020)) in the
area. They were discussed in Section 3 of this paper.
Table 2 presents the selected studies and each was
identified with a unique number (ID).
Table 2: Selected articles.
ID Title Author (Year)
1 A 3D Serious Game for
Dental Learning in Higher
Education
Rodrígez-Andrés,
Juan, Mollá, and
Méndez-López
(2017)
2 ToothPIC: An Interactive
Application for Teaching
Oral Anatomy
Javaid, Ashrafi,
Žefran and
Steinberg (2016)
3 Development of web-based
dental health ladder snake
game for public elementary
school students in Indonesia
Rikawarastuti,
Ngatemi and
Yusro (2018)
4 Development and Evaluation
of a Mobile Oral Health
Application for Preschoolers
Campos et al.
(2019)
5 Using Augmented Reality to
Motivate Oral Hygiene
Practice in Children: Protocol
for the Development of a
Serious Game
Amantini et al.
(2020)
6 Gamification as a learning
strategy in a simulation of
dental anesthesia
Ribeiro, Corrêa
and Nunes (2017)
Below are the answers to each question.
5.1 Q1: What Subjects Are Covered in
the Games? Which Audience Are
They for?
Considering the selected studies, 2 serious games are
intended for students of higher education in dentistry
(Rodrigez-Andres et al. (2017); Javaid et al. (2016)),
2 for children (Campos et al. (2019); Amantini et al.
(2020)), 1 for dental professionals (Ribeiro et al.
(2017)) and 1 for elementary education
(Rikawarastuti et al. (2018)). The subjects covered in
the games are tooth morphology, tooth decay, among
others. Figure 3 shows the results for Q1.
Oral health issues such as: promotion, prevention
and control of oral diseases; guidance from groups
and people, among others, still need to be explored in
serious games in order to allow the individual to
obtain their oral health literacy. An individual who is
literate in oral health will have the ability to
understand the information and make the right
decisions. In turn, an individual with low literacy can
favor the occurrence of chronic diseases such as
periodontal diseases (Wehmeyer, Corwin,
Guthmiller, & Lee, 2011).
A Systematic Mapping of Serious Games for Oral Health
403
Figure 3: Answers to Q1.
5.2 Q2: How Does the Game Work?
Javaid et al. (2016) created a game where students can
remove a tooth (upper or lower) from a group of
randomized teeth, in a 3D virtual scene, and position
it in its location and correct orientation in the empty
arch, in addition to naming and numbering the
selected tooth. Once the student places the tooth in
what they think is the correct place, they can verify
the answer and proceed to the remaining teeth.
Rodrigez-Andres et al. (2017) developed a game
in which the individual can observe each tooth in
order to know its morphology. In the first phase,
through gestures, the student is able to approach and
rotate the teeth to analyze it. In the second phase, a
jaw is presented with holes for the student to fit the
correct teeth in their respective positions.
Ribeiro et al. (2017) created a game that uses
Virtual Reality (VR) techniques to simulate and get
closer to the reality of performing anesthetic
procedures through the reproduction of virtual tasks
necessary for learning. Gamification techniques were
applied to make the game more attractive, such as
scoring, difficulty levels, sounds, achievements, and
ranking. The game scenario takes place in a dental
office and a patient model in which it is necessary to
use a syringe, positioning it in the correct place to
perform the anesthetic procedure. The location of the
syringe insertion is represented by an object in the
shape of a sphere where the player can measure the
contact of the needle in the patient's gums for proper
application. When performing the procedure, the
player must use the mouse buttons to position the
syringe needle at an appropriate angle as well as its
depth, in addition to the keyboard to move the syringe
position in a Cartesian coordinate system. The angle
and depth have tolerance values, which are calculated
to indicate the player's successes and errors.
Rikawarastuti et al. (2018) created a game based on
Snakes and Ladders, whose goal is to be the first player
to reach the end, moving across the board, according to
the number that appears on the dice. Each “square” on
the board has an image referring to oral health. In
addition, there are stairs and snakes superimposed on
the squares. When a user falls into a square that
contains the base of the stairs, they are automatically
taken to the square at the opposite end, in the same
way, when the user falls into a square where they have
the head of the snake, they “slip” and are taken to the
square where the snake’s tail begins. In both cases, a
pop-up is presented with: i) an image of the initial
position; ii) an image of the player's final position after
the event, iii) a text relating the two images.
Campos et al. (2019) created a game for mobile
devices, available for Android and IOS, however, the
author did not describe the operation of the game,
emphasizing only the performance of users.
Amantini et al. (2020) created a game to teach the
brushing technique, which is available in the game for
children to perform the movement in a virtual
environment in order to stimulate oral hygiene and
proper brushing. The game is available on interactive
and immersive virtual panels and uses Kinect to
capture the movements of players and assess whether
the brushing was performed correctly.
Figure 4 illustrates the main objects used for the
operation of the games that were analyzed in this
article.
Figure 4: Main Object of Operation in the Game.
CSEDU 2021 - 13th International Conference on Computer Supported Education
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It is noted that the main object/concept for 3 of the
studies was the tooth (Javaid et al. (2016); Rodrigez-
Andres et al. (2017); Amantini et al. (2020)), used so
that the student can learn to fit it in the correct place,
to number it, to identify its name, to practice brushing
and to understand its morphology. One of the studies
teaches the correct application of anesthesia using a
syringe (Ribeiro et al. (2017)) and the other study
uses images on a board to teach oral health
(Rikawarastuti et al. (2018)).
5.3 Q3: What Technologies Were Used
to Build the Game?
Considering the studies, 3 (Rodrígez-Andres et al.
(2017); Amantini et al. (2020); Ribeiro et al. (2017))
used the Microsoft Kinect device for motion
detection, along with the game development platform
Unity 3D and the C# programming language. In
addition, Ribeiro et al. (2017) used an
autostereoscopic display to improve the 3D
perception and the concepts of Natural User
Interfaces (INU), which allowed a greater level of
immersion in the game, controlled only by gestures.
Only 1 of the games was developed for the web
(Rikawarastuti et al. (2018)). The advantage in this
case is the possibility of games being multiplayer. In
1 of the studies the authors (Campos et al. (2019))
developed an app for mobile devices, however, it was
not clear what technologies were used, only that it
was developed for Android and iOS. Finally, 1 article
(Javaid et al. (2016)) used Python programming
language with the Numpy library and the H3DAPI
development platform to deal with 3D graphics.
Table 3 shows the results for Q3.
Table 3: Answers to Q3.
ID Technologies
1 Natural user interfaces (NUI); Autostereoscopic
display; Microsoft Kinect; Unity 3D platform / C#
language.
2 Python programming language; NumPy library;
H3DAPI platform.
3 Apache2 server; PHP programming language;
JavaScript programming language; MySQL
database; CodeIgniter 3 framework.
4 Did not explain the technologies used.
5 Microsoft Kinect; Unity 3D platform/ C#
language.
6 Blender 3D; Microsoft Kinect; Unity 3D platform/
C# language.
It is noted that most games were developed in
three-dimensional environments with the Unity 3D
platform and the Microsoft Kinect device; this is due
to the inccreasing popularization and accessibility to
such technologies and devices. It was also found that
the games have mainly, simulation environments.
5.4 Q4: How Does Learning
Assessment Occur?
For this question, it was identified the way the game
was evaluated by the user. Only one of the studies
(Rodrigez-Andres et al. (2017)), refer a comparison
between learning before and after its execution,
through the application of questionnaires that
measured the difference in learning. In addition, an
opinion and progression questionnaire was used
during the game.
The evaluation method of the other games was
based on performances obtained during the execution
of the games (real-time feedback, scoring, and
progression). For these, users’ opinion questionnaires
were applied concerning the game, except in one of
the studies (Rikawarastuti et al. (2018)) that did not
collect any feedback. Table 4 shows the results for
Q4.
Table 4: Answers to Q4.
ID Assessment Process
1 Game progression; Before and after questionnaire
and comparison; Users’ feedback.
2 Game progression; Users’ feedback.
3 Game progression.
4 Game progression; Users’ feedback.
5 Game progression; Users’ feedback.
6
Game progression; Users’ feedback.
It is noted that, from the analysis of the studies, it
is necessary the development of research that evaluate
the effective contribution of the users' learning from
the games.
6 DISCUSSION
This study found that in the literature there is the need
for the creation of interactive and reliable tools to
assist and evaluate functional and conceptual literacy
in oral health, corroborating the finding made in the
work of Martins et al. (2015).
Serious games are an alternative that can be
adopted for education in oral health, which promotes
the literacy of the individual. Serious games,
according to Mello and Zendron (2015), promote
cognitive skills in which individuals learn in an
interactive and attractive way. In this way, serious
games in oral health can be used as an instrument to
A Systematic Mapping of Serious Games for Oral Health
405
assist in the prevention and control of oral diseases
reaching various audiences, among them those who
have serious mental issues.
Assessment is an important element in any
knowledge development process. Therefore,
pedagogical criteria are necessary in order to obtain a
good learning response. Araújo et al. (2013) explains
that Bloom’s Taxonomy is an instrument that
supports the identification of a hierarchical structure
with well-defined objectives, supported by cognitive
domain categories, which help in the elaboration of
questions for the assessment and perception of the
acquired skills and knowledge. Thus, it was found
that the selected studies need a knowledge-building
process that implements assessment methods.
Another aspect that was observed is the lack of
techniques to keep the user motivated and engaged
during the game. Reis, Oliveira, and Pio (2017)
explain that the level of interest of the student in
learning can affect their academic life, and propose
the use of a motivation model called ARCS
(Attention, Relevance, Confidence and Satisfaction)
for the automatic adjustment of the level of difficulty
of a game using an Artificial Neural Network (ANN)
algorithm. In this way, it is possible to keep players
more engaged and consequently the level of success
of the game is achieved.
7 CONCLUSION
This article presented a systematic mapping to
identify serious games for learning about oral health.
These games can promote oral health education and
consequently assist in the individual's literacy in oral
health.
During the analysis of the selected studies, it was
found that the target audience are undergraduate
students in Dentistry, professionals in the field, and
children. The subjects covered are directed to oral
hygiene, morphology and anesthesia.
Some technologies used for game development
are Unity 3D and Microsoft Kinect. Machado (2014)
justifies the use of Kinect because it is a low-cost
device and very efficient in recognizing movements,
in addition, the equipment developer (Microsoft)
provides a development kit to be used in third-party
software. Carvalho (2012), on the other hand,
explains that the great advantage of using Unity is the
fact that it is multiplatform, with games developed for
desktops, mobile, and web changing simple
configurations. In relation to learning assessment, it
was observed that there is a way to measure through
questionnaires; however, the use of learning
assessment methods needs to be explored.
Another finding is that the games do not include
Artificial Intelligence techniques, which could make
them offer an individualized learning environment
and greater motivation.
The serious games presented in the oral health
domain have simulation characteristics. The use of
entertainment elements can make them more
attractive, allowing greater interaction and motivation
by the user during their learning.
As future work, it is suggested to explore methods
of learning assessment and domains of oral health in
order to propose a game in oral health that allows the
individual they literacy.
ACKNOWLEDGMENTS
This work has been supported by FCT Fundação para
a Ciência e Tecnologia within the Project Scope:
UIDB/05757/2020.
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