Autor: |
Irene Sandoval-Hernández, Guadalupe Molina-Torres, Felipe León-Morillas, Carmen Ropero-Padilla, Manuel González-Sánchez, Jesús Martínez-Cal |
Jazyk: |
angličtina |
Rok vydání: |
2023 |
Předmět: |
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Zdroj: |
BMC Medical Education, Vol 23, Iss 1, Pp 1-8 (2023) |
Druh dokumentu: |
article |
ISSN: |
1472-6920 |
DOI: |
10.1186/s12909-023-04576-8 |
Popis: |
Abstract 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 |
Databáze: |
Directory of Open Access Journals |
Externí odkaz: |
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