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Using online game-based platforms to improve student performance and engagement in histology teaching

BACKGROUND: Human morphology is a critical component of dental and medical graduate training. Innovations in basic science teaching methods are needed to keep up with an ever-changing landscape of technology. The purpose of this study was to investigate whether students in a medical and dental histo...

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Detalles Bibliográficos
Autores principales: Felszeghy, Szabolcs, Pasonen-Seppänen, Sanna, Koskela, Ali, Nieminen, Petteri, Härkönen, Kai, Paldanius, Kaisa M. A., Gabbouj, Sami, Ketola, Kirsi, Hiltunen, Mikko, Lundin, Mikael, Haapaniemi, Tommi, Sointu, Erkko, Bauman, Eric B., Gilbert, Gregory E., Morton, David, Mahonen, Anitta
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6647160/
https://www.ncbi.nlm.nih.gov/pubmed/31331319
http://dx.doi.org/10.1186/s12909-019-1701-0
Descripción
Sumario:BACKGROUND: Human morphology is a critical component of dental and medical graduate training. Innovations in basic science teaching methods are needed to keep up with an ever-changing landscape of technology. The purpose of this study was to investigate whether students in a medical and dental histology course would have better grades if they used gaming software Kahoot® and whether gamification effects on learning and enjoyment. METHODS: In an effort to both evoke students’ interest and expand their skill retention, an online competition using Kahoot® was implemented for first-year students in 2018 (n = 215) at the University of Eastern Finland. Additionally, closed (160/215) or open-ended (41/215) feedback questions were collected and analyzed. RESULTS: The Kahoot® gamification program was successful and resulted in learning gains. The overall participant satisfaction using Kahoot® was high, with students (124/160) indicating that gamification increased their motivation to learn. The gaming approach seemed to enable the students to overcome individual difficulties (139/160) and to set up collaboration (107/160); furthermore, gamification promoted interest (109/160), and the respondents found the immediate feedback from senior professionals to be positive (146/160). In the open-ended survey, the students (23/41) viewed collaborative team- and gamification-based learning positively. CONCLUSION: This study lends support to the use of gamification in the teaching of histology and may provide a foundation for designing a gamification-integrated curriculum across healthcare disciplines.