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1.
Braz. j. med. biol. res ; 57: e13258, 2024. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1528102

ABSTRACT

Screener, a board game supplemented with online resources, was introduced and distributed by the Brazilian Society of Pharmacology and Experimental Therapeutics to postgraduate programs as an instructional tool for the process of drug discovery and development (DDD). In this study, we provided a comprehensive analysis of five critical aspects for evaluating the quality of educational games, namely: 1) description of the intervention; 2) underlying pedagogical theory; 3) identification of local educational gaps; 4) impact on diverse stakeholders; and 5) elucidation of iterative quality enhancement processes. We also present qualitative and quantitative assessments of the effectiveness of this game in 11 postgraduate courses. We employed the MEEGA+ online survey, comprising thirty-three close-ended unipolar items with 5-point Likert-type response scales, to assess student perceptions of the quality and utility of Screener. Based on 115 responses, the results indicated a highly positive outlook among students. In addition, we performed a preliminary evaluation of learning outcomes in two courses involving 28 students. Pre- and post-quizzes were applied, each consisting of 20 True/False questions directly aligned with the game's content. The analysis revealed significant improvement in students' performance following engagement with the game, with scores rising from 8.4 to 13.3 (P<0.0001, paired t-test) and 9.7 to 12.7 (P<0.0001, paired t-test). These findings underscore the utility of Screener as an enjoyable and effective tool for facilitating a positive learning experience in the DDD process. Notably, the game can also reduce the educational disparities across different regions of our continental country.

2.
Int. j. morphol ; 40(6): 1426-1433, dic. 2022. ilus, tab, graf
Article in Spanish | LILACS | ID: biblio-1421800

ABSTRACT

La incorporación de estrategias de gamificación en la docencia se ha descrito como una herramienta para aumentar la motivación y el compromiso de los alumnos con la materia. Bajo esta premisa, se ha desarrollado una experiencia de innovación educativa mediante la plataforma Kahoot! en la primera y última práctica de laboratorio de la asignatura de Biología Celular del Grado en Biología. Los participantes fueron 135 alumnos repartidos en 12 grupos de laboratorio, que se dividieron entre experimentales y controles. Todos los grupos resolvieron un cuestionario en papel acerca de los conceptos explicados en clase, al finalizar ambas prácticas (post-test), pero sólo aquellos grupos experimentales resolvían un cuestionario antes de la clase (pre-test). Antes de la primera práctica, los alumnos de los grupos experimentales respondieron al pre-test mediante el Kahoot! Sin embargo, para la última práctica algunos grupos lo resolvieron jugando al Kahoot! y otros, con papel y bolígrafo. Los resultados mostraron que aquellos alumnos que fueron seleccionados para jugar a Kahoot!, obtuvieron un mayor número de aciertos en el test realizado tras la sesión práctica (post-test) con respecto a aquellos que no resolvieron ningún pre-test o, que lo hicieron de un modo clásico. Por lo tanto, nuestros resultados sugieren que implementar la jugabilidad en la docencia incrementa considerablemente la motivación del alumnado debido, probablemente, a cambios fisiológicos experimentados por el cerebro durante el juego y a la creación de un clima positivo, que facilitan el proceso de aprendizaje.


SUMMARY: The incorporation of gamification strategies in teaching has been described as a tool to increase the motivation and engagement of students with the subject. Under this premise, an educational innovation experience has been developed using the Kahoot! platform in the first and last laboratory practice of the Cell Biology course of the Biology degree. The participants were 135 students divided into 12 laboratory groups, which were divided into experimental and control groups. All groups solved a questionnaire on paper about the concepts explained in class, at the end of both practices (post-test), but only the experimental groups solved a questionnaire before the class (pre-test). Before the first practice, students in the experimental groups answered the pre-test using Kahoot! However, for the last practice, some groups solved it by playing Kahoot! and others with pen and paper. The results showed that those students who were selected to play Kahoot! obtained a higher number of correct answers in the test performed after the practical session (post-test) than those who did not solve any pre- test or who did it in a classical way. Therefore, our results suggest that implementing gamification in teaching considerably increases student motivation, probably due to physiological changes experienced by the brain during the game and the creation of a positive climate, which facilitates the learning process.


Subject(s)
Humans , Cell Biology/education , Gamification , Learning , Motivation , Universities
3.
E-Cienc. inf ; 11(2)jun. 2021.
Article in Spanish | LILACS, SaludCR | ID: biblio-1384760

ABSTRACT

Resumen En la actualidad las Tecnologías de la Información y la Comunicación (TIC) se han convertido en un aliado estratégico para potenciar procesos formativos innovadores, en este sentido, los juegos serios constituyen piezas de software que utilizan técnicas de entretenimiento para adquirir habilidades específicas orientadas al aprendizaje. El diseño de estas piezas de software requiere consideraciones especiales, por ejemplo, la intención pedagógica, definición de objetivos pedagógicos y lúdicos, usuarios finales, tipo de retroalimentación, análisis de experiencias de usuario, validación de objetivos. Estas consideraciones se aplicaron en esta revisión sistemática de literatura como criterios para analizar y comparar nueve metodologías utilizadas para diseñar juegos serios. Los principales resultados muestran la importancia de incorporar la elicitación y especificación de requerimientos, así como la asignación de roles involucrados en la producción del juego y la relevancia de incorporar elementos de definición pedagógica. El aporte de esta investigación ayuda a evaluar la eficiencia y la experiencia del usuario en cuanto a la interacción con el juego y, facilita la elaboración de un registro cuantitativo del aprendizaje basado en juegos para conocer el proceso y su calidad por parte del usuario. En conclusión, las metodologías analizadas aportan información sobre las consideraciones a la hora de proponer una metodología para el diseño de un juego serio.


Abstract Nowadays, Information and Communication Technologies (ICT) have become a strategic ally to enhance innovative training processes. In this context, serious games are software pieces that use entertainment techniques to acquire specific skills oriented towards learning. The design of these software pieces require special considerations, such as: pedagogical intention, pedagogical and ludic objectives definition, end users, roles identification, feedback type, user experiences analysis, objectives validation. These considerations are used to analyze and compare nine different methodologies to design serious games. The main results of the analysis show the importance of incorporating the requirements elicitation and specification, as well as the roles assignment involved in the game production and also the relevance of incorporating pedagogical definition elements. The contribution of this investigation helps to assess the efficiency, the learning and the users experience in regards to the interaction with the game, and facilitates the development of a quantitative record of the learning to know the process and its quality by the user. In conclusion, the methodologies analyzed provide information on aspects to consider when proposing a methodology to design a serious game.


Subject(s)
Software , Games, Recreational , Gamification , Information Technology
4.
Malaysian Journal of Dermatology ; : 65-68, 2020.
Article in English | WPRIM | ID: wpr-922818

ABSTRACT

@#The use of GBL in dermatology education is not uncommon. GBL provides education to audiences around the world, wherever their learning environment allows them. The paper serves to present the experience of a medical student who developed a GBL program for malignant melanoma (MM) without prior skills in the development of GBL software or computer programming. The commercial GBL software used is ‘Chat Mapper’. The program can be published in HTML and embedded in Moodle. It allows the creation of non-linear branching dialogue trees. The users will interact with a virtual physician which discusses the clinical features, risk factors, management, staging and prognosis of MM. A 6-minute GBL program was practical to have a basic coverage of MM. To limit learner fatigue, the program is completed with audio, graphics and dialogue menus. It tailors to English-speaking users with visual and auditory learning styles. A straightforward navigating system can accommodate users at all levels of computer literacy. The program is compatible with laptop, desktop but not all phones. A period of one week was used to master the software, resolve any technical issues and to develop this program. Users who completed the program will be able to know more about MM. The program can be viewed at: https://tlderm.webnode.com/. Physicians may consider integrating GBL programs into routine practice. The development, however, might be hampered by the time factor, cost factor and the need for technical experts.

5.
Int. j. morphol ; 37(3): 903-907, Sept. 2019. tab
Article in English | LILACS | ID: biblio-1012373

ABSTRACT

Digital game-based learning and the testing effect have been shown to be effective in improving learning. The use of screens offers the opportunity to test innovative learning strategies in the classroom. Here, we report the impact of implementing a game and testing effect-based learning tool in a histology course. Seventy nine students participated in the study (mean age 19.5 years, 65 % female). The students observed a slide-based class and then participated in a game, answering questions about key concepts, using their smartphones. Two surveys, asking about aspects related to perceptions/motivations and use of mobile technologies, were applied. The game allowed for immediate feedback, revealing student performance in every evaluated concept, and allowed teachers to give corrections after detecting conceptual mistakes. Students perceived the methodology as fun, interesting, interactive and attractive. Moreover, 96 % of students participated and enjoyed the game and, among them, all agreed to use the methodology again. In parallel, about 87 % of students use mobile technology to study and 97 % to find academic information, frequently. The results indicate that the vast majority of students use mobile technology to study and positively perceive the game-based strategy. Strategies allowing fast feedback and dynamic relationships in the classroom could potentially improve significant learning on concept acquisition.


El aprendizaje basado en juegos digitales y pruebas han demostrado ser efectivos en el mejoramiento del aprendizaje. El uso de pantallas ofrece la oportunidad de probar estrategias de aprendizaje innovadoras en el aula. En este estudio se presenta el impacto de la implementación de una herramienta de aprendizaje basada en juegos y pruebas aplicadas en un curso de histología. Setenta y nueve estudiantes participaron en el estudio (edad promedio 19,5 años, 65 % mujeres). Los estudiantes observaron una clase basada en diapositivas y luego participaron en un juego, respondiendo preguntas sobre conceptos clave, utilizando sus teléfonos inteligentes. Se aplicaron dos encuestas, preguntando sobre aspectos relacionados con las percepciones/motivaciones y el uso de tecnologías móviles. El juego permitió una retroalimentación inmediata, revelando el desempeño de los estudiantes en cada concepto evaluado, y permitió a los profesores dar correcciones cuando se detectaron errores conceptuales. Los estudiantes percibieron la metodología como divertida, interesante, interactiva y atractiva. Además, el 96 % de los estudiantes participaron y disfrutaron del juego y, de ellos, todos relataron la intención de utilizar la metodología nuevamente. En paralelo, 87 % de los estudiantes utilizan la tecnología móvil para estudiar y el 97 % para encontrar información académica, frecuentemente. Los resultados indican que la gran mayoría de los estudiantes usa tecnología móvil para estudiar y perciben positivamente la estrategia basada en juego. Las estrategias que permiten retroalimentación rápida y relaciones dinámicas en el aula podrían potencialmente mejorar el aprendizaje significativo en la adquisición de conceptos.


Subject(s)
Humans , Male , Female , Adult , Young Adult , Students, Medical , Education, Medical, Undergraduate/methods , Games, Recreational , Smartphone , Anatomy/education , Feedback , Learning , Motivation
6.
Rev. bras. educ. espec ; 21(1): 143-158, Jan-Mar/2015. tab, graf
Article in Spanish | LILACS | ID: lil-748958

ABSTRACT

La situación actual de innovación tecnológica en educación introduce una nueva visión del juego digital, resaltando su valor pedagógico. Considerando este panorama proponemos el aprendizaje basado en juegos digitales, más específicamente de tipo multi-jugador masivos en línea, como un escenario propicio para lograr que los niños con TDAH (Trastorno por Déficit de Atención y/o Hiperactividad) mejoren su aprendizaje y fortalezcan significativamente sus habilidades sociales, así como la autorregulación de sus emociones. Para ello llevamos a cabo un estudio de caso en el Colegio Santa Bertilla Boscardin de la ciudad de Medellín, Colombia, con estudiantes del grado cuarto de primaria en la asignatura de estadística, los cuales se dividieron en 17 niños como grupo experimental y 40 como control. Los resultados obtenidos mediante una prueba estandarizada demostraron, con una significancia estadística (valor p< 0.005), no solo los estudiantes con TDAH lograron igualar el rendimiento académico de los estudiantes de control, sino que incluso fueron ligeramente superiores.


The current situation of technological innovation in education introduces a new insight into digital games, highlighting their pedagogical value. Considering this panorama, we propose digital game based learning, more specifically with massive multiplayer online games, as a favorable setting to enhance performance by children with ADHD (Attention-Deficit Hyperactivity Disorder) in order to improve their learning and strengthen their social skills, as well as provide for self-regulation of emotions. To this end, we carried out a case study in the Santa BertillaBoscardín primary school from Medellin city in Colombia, with fourth grade students in the subject of statistics, of whom 17 children were the experimental group and 40 were the control group. The results obtained using a standard test showed there was statistical significance (p-value < 0.005); not only did ADHD students manage to reach the same level of academic performance as control students, but theyalsoachieved slightly higher scores.

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