Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study

被引:4
|
作者
Sandoval-Hernandez, Irene [1 ]
Molina-Torres, Guadalupe [2 ]
Leon-Morillas, Felipe [3 ]
Ropero-Padilla, Carmen [2 ]
Gonzalez-Sanchez, Manuel [4 ,5 ]
Martinez-Cal, Jesus [2 ]
机构
[1] Univ Granada, Fac Hlth Sci, Dept Phys Therapy, Melilla, Spain
[2] Univ Almeria, Fac Hlth Sci, Dept Nursing Physiotherapy & Med, Carretera Sacramento S-N, Almeria 04120, Spain
[3] Univ Catholic Murcia UCAM, Fac Hlth Sci, Dept Physiotherapy, Murcia, Spain
[4] Univ Malaga, Fac Hlth Sci, Dept Physiotherapy, Almeria, Spain
[5] Biomed Res Inst Malaga IBIMA, Malaga 29010, Spain
关键词
Escape room; Gamification; Kahoot!; Physiotherapy Party; Physiotherapy; ESCAPE ROOM; GAMEFUL EXPERIENCE; VALIDATION; KAHOOT;
D O I
10.1186/s12909-023-04576-8
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background For health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resources in the classroom with physiotherapy students.Methods A comparative study on gamification-based teaching resources was carried out during the first semester of the 2021-2022 academic year. A total of 33 physiotherapy students participated in this study. After the theoretical topics were taught, the participants were invited to participate in different gamification resources such as Kahoot!, Physiotherapy Party and Escape Room. The gaming experience with the different gamification resources was measured with the GAMEX scale.Results The Physiotherapy Party showed a higher score in relation to the enjoyment dimension compared to the Kahoot! and Escape Room (p = 0.004). The Escape Room presented higher scores in absorption, creative thinking, activation and dominance compared to Kahoot! and Physiotherapy Party (p < 0.005).Conclusions Gamification resources promote enjoyment and creativity in the students in the classroom. The use of new teaching methods based on gamification, such as Escape Room as Physiotherapy Party should be considered as first choice in the use of gamification resources due to the benefits they bring to students.
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页数:8
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