Background New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by means of augmented reality. Objective This study aims to present a protocol on the development of a serious game to motivate oral hygiene practice in children. Methods A serious game will be designed by augmented reality techniques to improve toothbrushing effectiveness of children aged 6 to 10 years. The functional structure of this interface is activated by means of movements recognized by Kinect (Microsoft Corp). The toothbrushing technique will be available in the game, enabling the children to execute the movement in the virtual environment. By identifying errors, this game will be tailored to improve the oral health of children by correcting the technique and teaching the user the adequate toothbrushing method. A template analysis will be performed to identify barriers and facilitators in each scenario. Results After the implementation of the virtual interactive and immersive panels, enrollment will begin and evaluations will be made by means of questionnaires distributed to participants who interact with the game. Thus, an analysis of the product efficacy will be conducted. The expected outcome will be to obtain a digital instrument to motivate oral hygiene practice and enhance health awareness in children. Conclusions The serious game will support the prevention of oral diseases by sharing scientific research in the school environment and community. International Registered Report Identifier (IRRID) PRR1-10.2196/10987
Aos meus pais, João e Nice, por sempre terem investido na minha educação e me apoiado incondicionalmente nas minhas escolhas. Sem isso não estaria aqui. Obrigado por tudo! Aos colegas e pós-graduandos da área de Odontopediatria, Kim Tanabe, Mariel Prado, Daniela Cusicanqui, Tássia Stafuzza, Mayara Bringel, Patricia Estefania, Juliana Calistro, Natália Mello, Eloá Ambrósio, Kaliza Godoy, Franciny Ionta, Bianca Zeponi, Luciana Vitor, Paula Jorge e Cristiane Berbert, pela amizade, convivência e troca de experiências ao longo do curso.Aos colegas do Departamento de Odontopediatria, Ortodontia e Saúde Coletiva, Lilian Cândida, Estela Ferrari, Lô Celestino, Evandro Dionísio, Gentília Tavares, Sílvia Tonin, Vera Purgato e demais. Obrigado pela convivência, pela amizade, pelos momentos de descontração e pela troca de experiências durante todos esses anos.Às secretárias da Pós-Graduação de FOB-USP, Fátima Carvalho, Leila Yerga e Letícia Momesso, pela amizade e todo o auxílio com a documentação para o depósito.Às secretárias da Diretoria da FOB-USP, Valéria Delladona, Graciane Mainini (Teca), Rita Miguel e Renata Sanches, por toda a ajuda, amizade e compreensão. Aos colegas do Setor
BACKGROUND New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by means of augmented reality. OBJECTIVE This study aims to present a protocol on the development of a serious game to motivate oral hygiene practice in children. METHODS A serious game will be designed by augmented reality techniques to improve toothbrushing effectiveness of children aged 6 to 10 years. The functional structure of this interface is activated by means of movements recognized by Kinect (Microsoft Corp). The toothbrushing technique will be available in the game, enabling the children to execute the movement in the virtual environment. By identifying errors, this game will be tailored to improve the oral health of children by correcting the technique and teaching the user the adequate toothbrushing method. A template analysis will be performed to identify barriers and facilitators in each scenario. RESULTS After the implementation of the virtual interactive and immersive panels, enrollment will begin and evaluations will be made by means of questionnaires distributed to participants who interact with the game. Thus, an analysis of the product efficacy will be conducted. The expected outcome will be to obtain a digital instrument to motivate oral hygiene practice and enhance health awareness in children. CONCLUSIONS The serious game will support the prevention of oral diseases by sharing scientific research in the school environment and community. INTERNATIONAL REGISTERED REPORT PRR1-10.2196/10987
The use of Wikipedia as a strategy for knowledge dissemination and health promotion: article quality assessment and other metrics in health topics O uso da Wikipédia como estratégia para disseminação do conhecimento e promoção da saúde: avaliação da qualidade dos artigos e outras métricas na área da saúde Tese constituída por artigos apresentada à
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.