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Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool

Introduction: Scenario-based learning and gamification have many advantages in comparison to traditional didactic teaching methods, including development of many higher-level skills such as analysis and evaluation. It is hoped that these simulations provide a real-world experience in a format access...

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Autores principales: May, Jennifer E., Anderson, Elizabeth, Clark, Dan, Hull, Jonathon
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10577182/
https://www.ncbi.nlm.nih.gov/pubmed/37849690
http://dx.doi.org/10.3389/bjbs.2023.11756
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author May, Jennifer E.
Anderson, Elizabeth
Clark, Dan
Hull, Jonathon
author_facet May, Jennifer E.
Anderson, Elizabeth
Clark, Dan
Hull, Jonathon
author_sort May, Jennifer E.
collection PubMed
description Introduction: Scenario-based learning and gamification have many advantages in comparison to traditional didactic teaching methods, including development of many higher-level skills such as analysis and evaluation. It is hoped that these simulations provide a real-world experience in a format accessible to students. Integration of these tools into teaching excelled during the COVID-19 pandemic, an event that completely changed education and initiated the greatest advancement in digital learning to date. We discuss our experiences using Resimion, a novel scenario-based learning tool that was adapted to biomedical science, both for teaching and assessment. Methods: Our cohort included 769 students studying BSc(Hons) Biomedical Science at the University of the West of England from 2020 to 2023. Data was obtained from assessments within four different modules, two at FHEQ level 5 and two at level 6. Students were grouped based on reasonable adjustment (RA) status, including physical issues, specific learning differences and neurodiversity, with differences between student groups and assessment types analysed by ANOVA. Results: Data clearly demonstrate good engagement from students utilising Resimion software, representing 18,436 student interactions in total, across both assessed and non-assessed activities. RAs of any type did not alter submission rates (p = 0.53) or student outcome in any of the assessment types analysed. However, submission rates for Resimion assessments were notably higher than for other assessment types (p = 0.002). Whist outcomes were not significantly different, students with RAs did take significantly longer to complete the Haematology and Transfusion assessments (p = 0.0012). Specifically, neurodiverse students and those with specific learning differences used on average 81% of their allocated time, students with other RAs used 76%, whereas students without RAs used just 56% (p ≤ 0.0001), highlighting the appropriate adjustment of extra time provided for these students. It was further observed that 1.3% of Resimion activities undertaken by students utilised the in-built inclusivity features in the software. Both students with known RAs, and those without, utilised these features, therefore also aiding students without a formal diagnosis. Conclusion: The scenario-based learning tool Resimion was successfully integrated into the teaching of biomedical science and provided an engaging platform for students, with comparable results to other traditional assessment types.
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spelling pubmed-105771822023-10-17 Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool May, Jennifer E. Anderson, Elizabeth Clark, Dan Hull, Jonathon Br J Biomed Sci Health Archive Introduction: Scenario-based learning and gamification have many advantages in comparison to traditional didactic teaching methods, including development of many higher-level skills such as analysis and evaluation. It is hoped that these simulations provide a real-world experience in a format accessible to students. Integration of these tools into teaching excelled during the COVID-19 pandemic, an event that completely changed education and initiated the greatest advancement in digital learning to date. We discuss our experiences using Resimion, a novel scenario-based learning tool that was adapted to biomedical science, both for teaching and assessment. Methods: Our cohort included 769 students studying BSc(Hons) Biomedical Science at the University of the West of England from 2020 to 2023. Data was obtained from assessments within four different modules, two at FHEQ level 5 and two at level 6. Students were grouped based on reasonable adjustment (RA) status, including physical issues, specific learning differences and neurodiversity, with differences between student groups and assessment types analysed by ANOVA. Results: Data clearly demonstrate good engagement from students utilising Resimion software, representing 18,436 student interactions in total, across both assessed and non-assessed activities. RAs of any type did not alter submission rates (p = 0.53) or student outcome in any of the assessment types analysed. However, submission rates for Resimion assessments were notably higher than for other assessment types (p = 0.002). Whist outcomes were not significantly different, students with RAs did take significantly longer to complete the Haematology and Transfusion assessments (p = 0.0012). Specifically, neurodiverse students and those with specific learning differences used on average 81% of their allocated time, students with other RAs used 76%, whereas students without RAs used just 56% (p ≤ 0.0001), highlighting the appropriate adjustment of extra time provided for these students. It was further observed that 1.3% of Resimion activities undertaken by students utilised the in-built inclusivity features in the software. Both students with known RAs, and those without, utilised these features, therefore also aiding students without a formal diagnosis. Conclusion: The scenario-based learning tool Resimion was successfully integrated into the teaching of biomedical science and provided an engaging platform for students, with comparable results to other traditional assessment types. Frontiers Media S.A. 2023-10-02 /pmc/articles/PMC10577182/ /pubmed/37849690 http://dx.doi.org/10.3389/bjbs.2023.11756 Text en Copyright © 2023 May, Anderson, Clark and Hull. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Health Archive
May, Jennifer E.
Anderson, Elizabeth
Clark, Dan
Hull, Jonathon
Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool
title Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool
title_full Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool
title_fullStr Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool
title_full_unstemmed Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool
title_short Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool
title_sort gamification in biomedical science education: the successful implementation of resimion, a scenario-based learning tool
topic Health Archive
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10577182/
https://www.ncbi.nlm.nih.gov/pubmed/37849690
http://dx.doi.org/10.3389/bjbs.2023.11756
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