Background
This study presents an experiment regarding the introduction of gamification strategies in occupational therapy courses. Based on previous studies, the objective is to adapt the idea of recreational escape rooms to educational environments of health sciences like occupational therapy to increase student motivation and promote game-based learning and key skills, such as teamwork.
Methods
Computer software was created for a collaborative escape room which allows on-line simultaneous play of up to 24–30 students. It was tested three times in an occupational therapy degree program with 75 students and it was based on two different subjects, although it can be adapted to others. The escape room was evaluated using feedback surveys and comparing students’ performances before and after the game. Descriptive exploratory statistical analysis was performed using SPSS version 24.
Results
An appropriate use of educational escape rooms can have significant positive impacts on students’ engagement and learning. Students were found to prefer using gamification tools in their learning. Their degrees of satisfaction exceeded their expectations.
Conclusions
Educational escape rooms may have a positive impact on students’ motivation and a statistically significant improvement of test scores after playing was found. Comments from the feedback surveys were used to improve successive versions of the software and design of the game.
Trial registration
T.F.G. n° 2020.038 (Research Ethics Committee of the Principality of Asturias).
The ABC of IgG obtained from hyperimmunised bovine defatted milk and whey is largely reduced in conditions similar to those found in the human digestive tract. Only whole milk can maintain around 40% of their initial ABC. IgG encapsulation or other methods to protect the immunoglobulin activities could be an alternative to use these type of products in final foods formulae.
El propósito de este estudio es crear una herramienta de aprendizaje que facilite el trabajo en equipo y mejore la capacidad de aprendizaje y la autonomía de los estudiantes. Se elaboraron dos cuadernos prácticos de Anatomía Humana centrados en aparato locomotor y sistema nervioso para Terapia Ocupacional, dado que carece de texto específico en la literatura científica actual. El alumnado los completó durante las prácticas de la asignatura. Una vez consideraban haber adquiridos los conocimientos, realizaban un cuestionario online. Si superaban la calificación de 5, podrían acceder al solucionario del cuaderno. Todo el material se encontraba alojado en la plataforma virtual de la facultad (moodle). La asignatura fue evaluada, además, con dos pruebas gamificadas. Como indicadores, se valoraron las calificaciones obtenidas, el examen práctico basado en la gamificación y la satisfacción del alumnado.
In recent years, gamification in the classroom has gone from being used primarily in the school environments to also being used at universities. The present work shows and compares a gamification experience carried out in students belonging to both higher education and non-university higher education. It is a questionnaire-type game based on real clinical cases of Radiology and Radiological Anatomy, in which the student advances as the answer shown through augmented reality is correct. After playing, the theoretical-practical knowledge acquired will be analyzed and statistically significant improvements will be observed. Finally, satisfaction surveys indicate that both student profiles prefer to use gamification tools in their learning and the development of their skills.
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