Empowering human anatomy education through gamification and artificial intelligence: An innovative approach to knowledge appropriation

Author:

Castellano Mónica Stambuk1,Contreras‐McKay Ignacio1,Neyem Andrés12,Farfán Emilio3ORCID,Inzunza Oscar3,Ottone Nicolás E.456ORCID,del Sol Mariano6ORCID,Alario‐Hoyos Carlos7,Alvarado Macarena Soto8,Tubbs R. Shane910111213ORCID

Affiliation:

1. Department of Computer Science, School of Engineering Pontificia Universidad Católica de Chile Santiago Chile

2. Centro Nacional de Inteligencia Artificial CENIA Santiago Chile

3. Department of Anatomy, School of Medicine Pontificia Universidad Católica de Chile Santiago Chile

4. Laboratory of Plastination and Anatomical Techniques Universidad de La Frontera Temuco Chile

5. Centre for Research in Dental Sciences (CICO), Department of Integral Adults Odontology, School of Dentistry Universidad de La Frontera Temuco Chile

6. Center of Excellence in Morphological and Surgical Studies (CEMyQ), School of Medicine Universidad de La Frontera Temuco Chile

7. Telematics Engineering Department Universidad Carlos III de Madrid Getafe Spain

8. School of Education Pontificia Universidad Católica de Chile Santiago Chile

9. Department of Neurosurgery Tulane University School of Medicine New Orleans Louisiana USA

10. Department of Neurology Tulane University School of Medicine New Orleans Louisiana USA

11. Department of Structural & Cellular Biology Tulane University School of Medicine New Orleans Louisiana USA

12. Department of Surgery Tulane University School of Medicine New Orleans Louisiana USA

13. Department of Anatomical Sciences St. George's University St. George's Grenada

Abstract

AbstractGamification has appeared as an alternative educational methodology to traditional tools. Specifically, in anatomy teaching, multiple technological applications have emerged in response to the difficulties of accessing cadaveric material; however, there is insufficient information about the effects of these applications on the performance achieved by students, or about to the best way to adapt learning to meet their educational needs. In this study, we investigated how teaching human anatomy through a mobile gamified technological tool containing recommendation systems can be combined with a virtual assistant to improve the learning and academic performance of medical students in the Anatomy Department at the Universidad de La Frontera in Temuco, Chile and the Anatomy Department at the Pontificia Universidad Católica de Chile. In total, 131 students participated in the experiment, which was divided into two case studies. The main findings led to the conclusion that gamified components support students in learning anatomy. In addition, the predictions and recommendations provided by the virtual assistant enabled the academic aspects that the students needed to improve to be extracted adequately. Future work is expected to support adaptive learning by incorporating new artificial intelligence in education elements that can generate personalized scenarios for studying anatomy based on the application.

Funder

Agencia Nacional de Investigación y Desarrollo

Fondo Nacional de Desarrollo Científico y Tecnológico

Universidad de La Frontera

Publisher

Wiley

Subject

General Medicine,Histology,Anatomy

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