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Addressing Test Anxiety Using Game-Based Assessment

This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely exp...

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Detalles Bibliográficos
Autores principales: Bonefont, Victoria, Carbino, Burton, Zakerzadeh, Rana
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer International Publishing 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9274963/
https://www.ncbi.nlm.nih.gov/pubmed/35856077
http://dx.doi.org/10.1007/s43683-022-00082-3
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author Bonefont, Victoria
Carbino, Burton
Zakerzadeh, Rana
author_facet Bonefont, Victoria
Carbino, Burton
Zakerzadeh, Rana
author_sort Bonefont, Victoria
collection PubMed
description This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely explored or adopted in higher education, particularly in a BME setting. This study proposes methods for the development, implementation, and evaluation of academic games and provides concrete practices and detailed instruction in which games can be used as an alternative to a traditional exam to support student mental health. The reflection provides the feedback received from students which demonstrates a balanced view of using game-based activities for tests and evaluations, cautiously optimistic based on the initial positive attitude seen from students.
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spelling pubmed-92749632022-07-14 Addressing Test Anxiety Using Game-Based Assessment Bonefont, Victoria Carbino, Burton Zakerzadeh, Rana Biomed Eng Educ Teaching Tips This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely explored or adopted in higher education, particularly in a BME setting. This study proposes methods for the development, implementation, and evaluation of academic games and provides concrete practices and detailed instruction in which games can be used as an alternative to a traditional exam to support student mental health. The reflection provides the feedback received from students which demonstrates a balanced view of using game-based activities for tests and evaluations, cautiously optimistic based on the initial positive attitude seen from students. Springer International Publishing 2022-07-11 2022 /pmc/articles/PMC9274963/ /pubmed/35856077 http://dx.doi.org/10.1007/s43683-022-00082-3 Text en © The Author(s), under exclusive licence to Biomedical Engineering Society 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Teaching Tips
Bonefont, Victoria
Carbino, Burton
Zakerzadeh, Rana
Addressing Test Anxiety Using Game-Based Assessment
title Addressing Test Anxiety Using Game-Based Assessment
title_full Addressing Test Anxiety Using Game-Based Assessment
title_fullStr Addressing Test Anxiety Using Game-Based Assessment
title_full_unstemmed Addressing Test Anxiety Using Game-Based Assessment
title_short Addressing Test Anxiety Using Game-Based Assessment
title_sort addressing test anxiety using game-based assessment
topic Teaching Tips
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9274963/
https://www.ncbi.nlm.nih.gov/pubmed/35856077
http://dx.doi.org/10.1007/s43683-022-00082-3
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