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1.
BMC Med Educ ; 23(1): 78, 2023 Feb 01.
Article in English | MEDLINE | ID: covidwho-2254827

ABSTRACT

INTRODUCTION: Traditionally, dental students learn the skills for dentist-patient interaction and communication via on-site contact with patients, when they start clinical training. However, preclinical students (who have not started clinical practice) have fewer chances to realize the context of dentist-patient interaction. It has remained unclear if a gamification approach via digital media, i.e., a computer role-playing game, can help to learn clinical communication skills. The intervention-based study investigates the effectiveness of the clinical dentist-patient communication (CDPC) game on students' motivation, beliefs, and self-efficacy to learn behavioral issues of clinical communication. METHODS: Fifty-two dental students (Preclinical group) and 18 dental interns and dentists (Clinical group) played the CDPC game, which consists of 16 scenes of clinical context about dentist-patient communication (less than 40 min for playing), via web browsers. Pre-test and post-test questionnaires were used to assess their motivation, beliefs, and self-efficacy to learn behavioral issues of clinical communication. The effectiveness was examined by comparing pre-test and post-test scores within-subject and between-group difference was compared between Preclinical and Clinical groups, via non-parametric statistical tests. RESULTS: (A) In the Preclinical group, participants showed a significant increase in motivation and self-efficacy in learning after playing the CDPC game (p < 0.05, adjusted of multiple comparison). (B) In contrast, the Clinical group did not show a significant difference before vs. after playing the game. (C) After playing the game, the Preclinical group showed a significant association between motivation and beliefs (p = 0.024) and between motivation and self-efficacy (p = 0.001); the Clinical group showed a significant association between motivation and beliefs (p = 0.033). CONCLUSIONS: The current evidence suggests that gamification of learning helps preclinical students to understand the context of clinical dentist-patient interaction and increase their motivation and self-efficacy to learn behavioral issues of clinical communication.


Subject(s)
Communication , Dentist-Patient Relations , Gamification , Internet , Simulation Training , Humans , Dentistry , Learning , Motivation , Students, Dental , Education, Dental
2.
Comput Intell Neurosci ; 2022: 7190751, 2022.
Article in English | MEDLINE | ID: covidwho-2121885

ABSTRACT

The COVID-19 pandemic has threatened the lives of many people, especially the elderly and those with chronic illnesses, as well as threatening the global economy. In response to the pandemic, many medical centers, including dental facilities, have significantly reduced the treatment of patients by limiting clinical practice to exclusively urgent, nondeferred care. Dentists are more vulnerable to contracting COVID-19, due to the necessity of the dentist being close to the patient. One of the precautions that dentists take to avoid transmitting infections is to wear a mask and gloves. However, the basic condition for nontransmission of infection is to leave a safe distance between the patient and the dentist. This system can be implemented by using an Arduino microcontroller, which is designed as a preliminary device by a dentist to examine a patient's teeth so that a safe distance of three meters between the dentist and the patient can be maintained. The project is based on hardware and has been programmed through Arduino. The proposed system uses a small wired camera with a length of five meters that is connected to the dentist's mobile or laptop and is installed on a robotic arm. The dentist can control the movement of the arm in all directions using a joystick at a distance of three meters. The results showed the effectiveness of this system for leaving a safe distance between the patient and the dentist. In our future work, we will control the movement of the arm via Bluetooth, and we will use a wi-fi-based camera.


Subject(s)
COVID-19 , Internet of Things , Aged , Dentist-Patient Relations , Humans , Pandemics
3.
Minerva Stomatol ; 69(4): 251-255, 2020 Aug.
Article in English | MEDLINE | ID: covidwho-994925

ABSTRACT

Following the publication of the Italian Ministerial recommendations relating to dentistry in Phase 2 of the COVID-19 pandemic (focusing on operational protocols for all dental staff), we believe that the patient/dentist relationship should increasingly take into account the heightened fears and anxious thoughts of patients. This particularly regards patients who are about to undergo dental work. Moreover, dentists should also pay close attention to recent events, which have determined the new recommendations regarding SARS-COV-2 biocontainment. Furthermore, the authors of this paper consider it appropriate to make suggestions and develop interventionist techniques regarding the interface with the patient starting from the initial consultation. The latter is invariably determinant in establishing clear communication of the Ministerial recommendations in encouraging a relaxed atmosphere with the patient. This interface is also a decisive factor in promoting patient empowerment, including specifying the time period envisaged for treatment in the new COVID-19 era in as calm a manner as possible. Such an approach will have a positive impact on the dentistry team.


Subject(s)
Betacoronavirus , Coronavirus Infections , Dental Care , Dentist-Patient Relations , Pandemics , Pneumonia, Viral , COVID-19 , Humans , Italy , SARS-CoV-2
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