Sipiyaruk K.Hatzipanagos S.Vichayanrat T.Reynolds P.A.Gallagher J.E.Mahidol University2023-06-182023-06-182022-08-01Education Sciences Vol.12 No.8 (2022)https://repository.li.mahidol.ac.th/handle/123456789/86943Serious games have been shown to be effective learning tools in various disciplines, including dental education. Serious-game learning environments allow learners to improve knowledge and skills. GRAPHIC (Games Research Applied to Public Health with Innovative Collaboration), a serious game for dental public health, was designed to simulate a town, enabling students to apply theoretical knowledge to a specific population by selecting health promotion initiatives to improve the oral health of the town population. This study employed a literature-based evaluation framework and a sequential explanatory mixed-methods research design to evaluate the use of GRAPHIC among final-year dental undergraduates across two learning contexts: King’s College London in the United Kingdom and Mahidol University in Thailand. Two hundred and sixty-one students completed all designated tasks, and twelve participated in semi-structured interviews. The findings demonstrated knowledge improvement after game completion based on pre- and post-knowledge assessments, and the students’ perceptions of the game as an interactive and motivational learning experience. The evaluation identified five serious-game dimensions and clear alignment between these dimensions, demonstrating the impact of serious games in dental public health and, more widely, in healthcare education.PsychologyEvaluating a Dental Public-Health Game across Two Learning ContextsArticleSCOPUS10.3390/educsci120805172-s2.0-8513679948522277102