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Accepted for/Published in: JMIR Research Protocols

Date Submitted: May 10, 2018
Open Peer Review Period: May 14, 2018 - Jul 4, 2018
Date Accepted: Feb 7, 2019
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game

Amantini SNSR, Montilha AAP, Antonelli BC, Leite KTM, Rios D, Cruvinel T, Lourenço Neto N, Oliveira TM, Machado MAAM

Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game

JMIR Res Protoc 2020;9(1):e10987

DOI: 10.2196/10987

PMID: 31951216

PMCID: 6996757

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game

  • Susy Nazaré Silva Ribeiro Amantini; 
  • Alexandre Alberto Pascotto Montilha; 
  • Bianca Caseiro Antonelli; 
  • Kim Tanabe Moura Leite; 
  • Daniela Rios; 
  • Thiago Cruvinel; 
  • Natalino Lourenço Neto; 
  • Thais Marchini Oliveira; 
  • Maria Aparecida Andrade Moreira Machado

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


 Citation

Please cite as:

Amantini SNSR, Montilha AAP, Antonelli BC, Leite KTM, Rios D, Cruvinel T, Lourenço Neto N, Oliveira TM, Machado MAAM

Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game

JMIR Res Protoc 2020;9(1):e10987

DOI: 10.2196/10987

PMID: 31951216

PMCID: 6996757

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.