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Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study

BACKGROUND: University teaching methods are changing, and in response to a classical teacher-centered approach, new methods continue to strengthen knowledge acquisition by involving students more actively in their learning, thus achieving greater motivation and commitment. OBJECTIVE: This study aime...

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Detalles Bibliográficos
Autores principales: Molina-Torres, Guadalupe, Rodriguez-Arrastia, Miguel, Alarcón, Raquel, Sánchez-Labraca, Nuria, Sánchez-Joya, María, Roman, Pablo, Requena, Mar
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8078054/
https://www.ncbi.nlm.nih.gov/pubmed/33759800
http://dx.doi.org/10.2196/26007
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author Molina-Torres, Guadalupe
Rodriguez-Arrastia, Miguel
Alarcón, Raquel
Sánchez-Labraca, Nuria
Sánchez-Joya, María
Roman, Pablo
Requena, Mar
author_facet Molina-Torres, Guadalupe
Rodriguez-Arrastia, Miguel
Alarcón, Raquel
Sánchez-Labraca, Nuria
Sánchez-Joya, María
Roman, Pablo
Requena, Mar
author_sort Molina-Torres, Guadalupe
collection PubMed
description BACKGROUND: University teaching methods are changing, and in response to a classical teacher-centered approach, new methods continue to strengthen knowledge acquisition by involving students more actively in their learning, thus achieving greater motivation and commitment. OBJECTIVE: This study aimed to analyze the degree of satisfaction of physiotherapy students who used a board game–based approach, as well as to compare the difference between traditional and gamification teaching methods and their influence on the final evaluation of these students. METHODS: A comparative study was conducted. Participants were physiotherapy students who were enrolled in the subject of “physiotherapy in geriatric and adult psychomotricity” (n=59). They were divided into two groups (experimental [n=29] and control [n=30] groups) through convenience sampling. The experimental group received gamification lessons, where the students performed different tests adapted from Party&Co, and the control group received traditional lessons. A total of 16 theoretical lessons were received in both groups. RESULTS: The scores in the final examination of the subject were higher in the experimental group (mean 7.53, SD 0.95) than in the control group (mean 6.24, SD 1.34), showing a statistically significant difference between the two groups (P=.001). CONCLUSIONS: Overall, the “Physiotherapy Party” game not only stimulated learning and motivated students, but also improved learning outcomes among participants, and the improvements were greater than those among students who received traditional teaching.
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spelling pubmed-80780542021-05-06 Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study Molina-Torres, Guadalupe Rodriguez-Arrastia, Miguel Alarcón, Raquel Sánchez-Labraca, Nuria Sánchez-Joya, María Roman, Pablo Requena, Mar JMIR Serious Games Original Paper BACKGROUND: University teaching methods are changing, and in response to a classical teacher-centered approach, new methods continue to strengthen knowledge acquisition by involving students more actively in their learning, thus achieving greater motivation and commitment. OBJECTIVE: This study aimed to analyze the degree of satisfaction of physiotherapy students who used a board game–based approach, as well as to compare the difference between traditional and gamification teaching methods and their influence on the final evaluation of these students. METHODS: A comparative study was conducted. Participants were physiotherapy students who were enrolled in the subject of “physiotherapy in geriatric and adult psychomotricity” (n=59). They were divided into two groups (experimental [n=29] and control [n=30] groups) through convenience sampling. The experimental group received gamification lessons, where the students performed different tests adapted from Party&Co, and the control group received traditional lessons. A total of 16 theoretical lessons were received in both groups. RESULTS: The scores in the final examination of the subject were higher in the experimental group (mean 7.53, SD 0.95) than in the control group (mean 6.24, SD 1.34), showing a statistically significant difference between the two groups (P=.001). CONCLUSIONS: Overall, the “Physiotherapy Party” game not only stimulated learning and motivated students, but also improved learning outcomes among participants, and the improvements were greater than those among students who received traditional teaching. JMIR Publications 2021-03-24 /pmc/articles/PMC8078054/ /pubmed/33759800 http://dx.doi.org/10.2196/26007 Text en ©Guadalupe Molina-Torres, Miguel Rodriguez-Arrastia, Raquel Alarcón, Nuria Sánchez-Labraca, María Sánchez-Joya, Pablo Roman, Mar Requena. Originally published in JMIR Serious Games (http://games.jmir.org), 24.03.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Molina-Torres, Guadalupe
Rodriguez-Arrastia, Miguel
Alarcón, Raquel
Sánchez-Labraca, Nuria
Sánchez-Joya, María
Roman, Pablo
Requena, Mar
Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
title Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
title_full Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
title_fullStr Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
title_full_unstemmed Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
title_short Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
title_sort game-based learning outcomes among physiotherapy students: comparative study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8078054/
https://www.ncbi.nlm.nih.gov/pubmed/33759800
http://dx.doi.org/10.2196/26007
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