The Impact of Game-Based Situated Learning System in Oral Health Education

  • Chung-I Chang
  • Hong-Ren ChenEmail author
  • Pei-Han Tseng
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11937)


This study aimed to determine the effectiveness of a game-based situated learning system in oral health education, on middle age and elderly subjects. The learning outcomes of the middle-aged and elderly subjects were measured using an ARCS motivation scale and system usability scale, and by an experimental teaching mobile device. The subjects investigated in this study are all residents of Taichung City, who are aged 45 to 65 years, 15 males and 15 females were enrolled. There were three main results in our research: (1) Most of the middle age and elderly subjects have a positive experience in the use of the game-based situated learning system; (2) Compared to before use of the game-based situated learning system, the middle age and elderly subjects have significantly higher learning outcomes after the use of the system. (3) Compared to before using the game-based situated learning system, the middle age and elderly subjects have significantly higher motivation to learn after the use of the system. To conclude, this study found that a game-based situated learning system can improve the motivation and willingness of middle age and elderly subjects to learn oral health knowledge. In addition, the use of a game-based situated learning system may improve the oral health knowledge of middle age and elderly subjects, and have a positive impact on the behavior of oral health care in these subjects.


Learning effect Game-based learning Oral health education Situation learning 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Department of Digital Content and TechnologyNational Taichung University of EducationTaichungTaiwan

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