Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study

Author:

Cortés-Pérez Irene1ORCID,Zagalaz-Anula Noelia1ORCID,López-Ruiz María del Carmen1ORCID,Díaz-Fernández Ángeles1ORCID,Obrero-Gaitán Esteban1ORCID,Osuna-Pérez María Catalina1ORCID

Affiliation:

1. Department of Health Sciences, University of Jaen, Campus Las Lagunillas s/n, 23071 Jaen, Spain

Abstract

Background: Kahoot! is an educational tool allowing teachers to create a series of gamified tests with the aim of reinforcing educational content, thus improving the teaching-learning process. The objective of this project is to evaluate the acquisition of content through gamified tests with Kahoot! and reward cards compared to the traditional teaching methodology (contents not reinforced). Methods: This Physiotherapy Teaching Innovation Project (PTIP) was carried out in four subjects of the Degree in Physiotherapy at the University of Jaén (Spain). The teachers responsible for each subject were instructed in the use of Kahoot! and reward cards. These teachers randomly selected the contents that were going to be reinforced with Kahoot! while the other 50% of the contents would not be reinforced. In the final exam of each subject, the results related to the reinforced contents were compared with those non-reinforced and the degree of satisfaction of the students with the experience was evaluated. Results: A total of 313 students participated in this PTIP. In all subjects, we determined a significant increase in the number of correct answers in an improvement range from 7% (95% CI 3.85 to 9.38) to more than 20% (95% CI 17.61 to 26.86) in favor of the questions that alluded to reinforced content using Kahoot! compared to the non-reinforced contents. More than 90% of the participants considered the use of Kahoot! useful and motivating. Our findings showed that Kahoot! motivated more than 65% of students to study daily. Conclusions: The students obtained better academic results in the questions related to contents reinforced with tests through Kahoot! and reward cards compared to those non-reinforced, showing that this methodology can be an effective tool to promote retention and content assimilation.

Publisher

MDPI AG

Subject

Health Information Management,Health Informatics,Health Policy,Leadership and Management

Reference79 articles.

1. Gamification of health professions education: A systematic review;Brouwer;Adv. Health Sci. Educ.,2021

2. A Problem Based Learning Meta Analysis: Differences across Problem Types, Implementation Types, Disciplines, and Assessment Levels;Walker;Interdiscip. J. Probl. Learn.,2009

3. A Usability Study of Users’ Perceptions Toward a Multimedia Computer-Assisted Learning Tool for Neuroanatomy;Gould;Anat. Sci. Educ.,2008

4. Deterding, S., Sicart, M., Dk, M., Nacke, L., O’hara, K., and Dixon, D. (2011, January 7–12). Gamification: Using Game Design Elements in Non-Gaming Contexts General Terms. Proceedings of the CHI’11 Extended Abstracts on Human Factors in Computing Systems, Vancouver, BC, Canada.

5. Prensky, M. (2006). “Don’t Bother Me Mom, I’m Learning!”: How Computer and Video Games Are Preparing Your Kids for Twenty-First Century Success and How You Can Help!, Paragon House.

Cited by 11 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3