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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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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
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author 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
author_facet 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
author_sort Felszeghy, Szabolcs
collection PubMed
description 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.
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spelling pubmed-66471602019-07-31 Using online game-based platforms to improve student performance and engagement in histology teaching 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 BMC Med Educ Research Article 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. BioMed Central 2019-07-22 /pmc/articles/PMC6647160/ /pubmed/31331319 http://dx.doi.org/10.1186/s12909-019-1701-0 Text en © The Author(s). 2019 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Research Article
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
Using online game-based platforms to improve student performance and engagement in histology teaching
title Using online game-based platforms to improve student performance and engagement in histology teaching
title_full Using online game-based platforms to improve student performance and engagement in histology teaching
title_fullStr Using online game-based platforms to improve student performance and engagement in histology teaching
title_full_unstemmed Using online game-based platforms to improve student performance and engagement in histology teaching
title_short Using online game-based platforms to improve student performance and engagement in histology teaching
title_sort using online game-based platforms to improve student performance and engagement in histology teaching
topic Research Article
url 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
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