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Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies

This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience response system called SIDRA (Immediate Audience Response System in Spanish) and two audience response systems with gamification...

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Autores principales: López-Jiménez, Juan J., Fernández-Alemán, José L., García-Berná, José A., López González, Laura, González Sequeros, Ofelia, Nicolás Ros, Joaquín, Carrillo de Gea, Juan M., Idri, Ali, Toval, Ambrosio
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8702114/
https://www.ncbi.nlm.nih.gov/pubmed/34948818
http://dx.doi.org/10.3390/ijerph182413210
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author López-Jiménez, Juan J.
Fernández-Alemán, José L.
García-Berná, José A.
López González, Laura
González Sequeros, Ofelia
Nicolás Ros, Joaquín
Carrillo de Gea, Juan M.
Idri, Ali
Toval, Ambrosio
author_facet López-Jiménez, Juan J.
Fernández-Alemán, José L.
García-Berná, José A.
López González, Laura
González Sequeros, Ofelia
Nicolás Ros, Joaquín
Carrillo de Gea, Juan M.
Idri, Ali
Toval, Ambrosio
author_sort López-Jiménez, Juan J.
collection PubMed
description This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience response system called SIDRA (Immediate Audience Response System in Spanish) and two audience response systems with gamification features, R-G-SIDRA (gamified SIDRA with ranking) and RB-G-SIDRA (gamified SIDRA with ranking and badges), were used in a General and Descriptive Human Anatomy course. Students participated in an empirical study. In the academic year 2019–2020, a total of 90 students used RB-G-SIDRA, 90 students employed R-G-SIDRA in the academic year 2018–2019, and 92 students used SIDRA in the academic year 2017–2018. Statistically significant differences were found between final exam grades obtained by using RB-G-SIDRA and SIDRA, U = 39.211 adjusted p = 0.001 and RB-G-SIDRA and R-G-SIDRA U = 31.157 adjusted p = 0.015, thus finding strong evidence with respect to the benefit of the badges used in RB-G-SIDRA. Moreover, in the students’ SIDRA systems scores, statistically significant differences were found between RB-G-SIDRA and SIDRA, U = −90.521 adjusted p < 0.001, and between R-G-SIDRA and SIDRA, U = −87.998 adjusted p < 0.001. Significant correlations between individual and team scores were also found in all of the tests in RB-G-SIDRA and G-SIDRA. The students expressed satisfaction, engagement, and motivation with SIDRA, R-G-SIDRA, and RB-G-SIDRA, thus obtaining a final average assessment of 4.28, 4.61, and 4.47 out of 5, respectively. Students perform better academically with gamified versus non-gamified audience response systems. Findings can be used to build a gamified adaptive learning system.
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spelling pubmed-87021142021-12-24 Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies López-Jiménez, Juan J. Fernández-Alemán, José L. García-Berná, José A. López González, Laura González Sequeros, Ofelia Nicolás Ros, Joaquín Carrillo de Gea, Juan M. Idri, Ali Toval, Ambrosio Int J Environ Res Public Health Article This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience response system called SIDRA (Immediate Audience Response System in Spanish) and two audience response systems with gamification features, R-G-SIDRA (gamified SIDRA with ranking) and RB-G-SIDRA (gamified SIDRA with ranking and badges), were used in a General and Descriptive Human Anatomy course. Students participated in an empirical study. In the academic year 2019–2020, a total of 90 students used RB-G-SIDRA, 90 students employed R-G-SIDRA in the academic year 2018–2019, and 92 students used SIDRA in the academic year 2017–2018. Statistically significant differences were found between final exam grades obtained by using RB-G-SIDRA and SIDRA, U = 39.211 adjusted p = 0.001 and RB-G-SIDRA and R-G-SIDRA U = 31.157 adjusted p = 0.015, thus finding strong evidence with respect to the benefit of the badges used in RB-G-SIDRA. Moreover, in the students’ SIDRA systems scores, statistically significant differences were found between RB-G-SIDRA and SIDRA, U = −90.521 adjusted p < 0.001, and between R-G-SIDRA and SIDRA, U = −87.998 adjusted p < 0.001. Significant correlations between individual and team scores were also found in all of the tests in RB-G-SIDRA and G-SIDRA. The students expressed satisfaction, engagement, and motivation with SIDRA, R-G-SIDRA, and RB-G-SIDRA, thus obtaining a final average assessment of 4.28, 4.61, and 4.47 out of 5, respectively. Students perform better academically with gamified versus non-gamified audience response systems. Findings can be used to build a gamified adaptive learning system. MDPI 2021-12-15 /pmc/articles/PMC8702114/ /pubmed/34948818 http://dx.doi.org/10.3390/ijerph182413210 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
López-Jiménez, Juan J.
Fernández-Alemán, José L.
García-Berná, José A.
López González, Laura
González Sequeros, Ofelia
Nicolás Ros, Joaquín
Carrillo de Gea, Juan M.
Idri, Ali
Toval, Ambrosio
Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies
title Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies
title_full Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies
title_fullStr Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies
title_full_unstemmed Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies
title_short Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies
title_sort effects of gamification on the benefits of student response systems in learning of human anatomy: three experimental studies
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8702114/
https://www.ncbi.nlm.nih.gov/pubmed/34948818
http://dx.doi.org/10.3390/ijerph182413210
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