Cargando…
Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
BACKGROUND: For health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resourc...
Autores principales: | , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2023
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10506183/ https://www.ncbi.nlm.nih.gov/pubmed/37723502 http://dx.doi.org/10.1186/s12909-023-04576-8 |
_version_ | 1785107066019381248 |
---|---|
author | Sandoval-Hernández, Irene Molina-Torres, Guadalupe León-Morillas, Felipe Ropero-Padilla, Carmen González-Sánchez, Manuel Martínez-Cal, Jesús |
author_facet | Sandoval-Hernández, Irene Molina-Torres, Guadalupe León-Morillas, Felipe Ropero-Padilla, Carmen González-Sánchez, Manuel Martínez-Cal, Jesús |
author_sort | Sandoval-Hernández, Irene |
collection | PubMed |
description | BACKGROUND: For health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resources in the classroom with physiotherapy students. METHODS: A comparative study on gamification-based teaching resources was carried out during the first semester of the 2021–2022 academic year. A total of 33 physiotherapy students participated in this study. After the theoretical topics were taught, the participants were invited to participate in different gamification resources such as Kahoot!, Physiotherapy Party and Escape Room. The gaming experience with the different gamification resources was measured with the GAMEX scale. RESULTS: The Physiotherapy Party showed a higher score in relation to the enjoyment dimension compared to the Kahoot! and Escape Room (p = 0.004). The Escape Room presented higher scores in absorption, creative thinking, activation and dominance compared to Kahoot! and Physiotherapy Party (p < 0.005). CONCLUSIONS: Gamification resources promote enjoyment and creativity in the students in the classroom. The use of new teaching methods based on gamification, such as Escape Room as Physiotherapy Party should be considered as first choice in the use of gamification resources due to the benefits they bring to students. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12909-023-04576-8. |
format | Online Article Text |
id | pubmed-10506183 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-105061832023-09-19 Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study Sandoval-Hernández, Irene Molina-Torres, Guadalupe León-Morillas, Felipe Ropero-Padilla, Carmen González-Sánchez, Manuel Martínez-Cal, Jesús BMC Med Educ Research BACKGROUND: For health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resources in the classroom with physiotherapy students. METHODS: A comparative study on gamification-based teaching resources was carried out during the first semester of the 2021–2022 academic year. A total of 33 physiotherapy students participated in this study. After the theoretical topics were taught, the participants were invited to participate in different gamification resources such as Kahoot!, Physiotherapy Party and Escape Room. The gaming experience with the different gamification resources was measured with the GAMEX scale. RESULTS: The Physiotherapy Party showed a higher score in relation to the enjoyment dimension compared to the Kahoot! and Escape Room (p = 0.004). The Escape Room presented higher scores in absorption, creative thinking, activation and dominance compared to Kahoot! and Physiotherapy Party (p < 0.005). CONCLUSIONS: Gamification resources promote enjoyment and creativity in the students in the classroom. The use of new teaching methods based on gamification, such as Escape Room as Physiotherapy Party should be considered as first choice in the use of gamification resources due to the benefits they bring to students. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12909-023-04576-8. BioMed Central 2023-09-18 /pmc/articles/PMC10506183/ /pubmed/37723502 http://dx.doi.org/10.1186/s12909-023-04576-8 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Sandoval-Hernández, Irene Molina-Torres, Guadalupe León-Morillas, Felipe Ropero-Padilla, Carmen González-Sánchez, Manuel Martínez-Cal, Jesús Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study |
title | Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study |
title_full | Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study |
title_fullStr | Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study |
title_full_unstemmed | Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study |
title_short | Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study |
title_sort | analysis of different gamification-based teaching resources for physiotherapy students: a comparative study |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10506183/ https://www.ncbi.nlm.nih.gov/pubmed/37723502 http://dx.doi.org/10.1186/s12909-023-04576-8 |
work_keys_str_mv | AT sandovalhernandezirene analysisofdifferentgamificationbasedteachingresourcesforphysiotherapystudentsacomparativestudy AT molinatorresguadalupe analysisofdifferentgamificationbasedteachingresourcesforphysiotherapystudentsacomparativestudy AT leonmorillasfelipe analysisofdifferentgamificationbasedteachingresourcesforphysiotherapystudentsacomparativestudy AT roperopadillacarmen analysisofdifferentgamificationbasedteachingresourcesforphysiotherapystudentsacomparativestudy AT gonzalezsanchezmanuel analysisofdifferentgamificationbasedteachingresourcesforphysiotherapystudentsacomparativestudy AT martinezcaljesus analysisofdifferentgamificationbasedteachingresourcesforphysiotherapystudentsacomparativestudy |