Gamification in the Teaching of Embryology for the Medical Curriculum: Application and Evaluation of a Game

Denis Guilherme Guedert, Paola de Lima, Renata Souza E Silva, Virgínia Cláudia Carneiro Girão Carmona, Delane Viana Gondim
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Abstract

The increasing number of studies on the use of active methodologies has promoted the application of such resources by professors in the field of morphology. Gamification has been the focus of increasing attention since the beginning of the last decade, its central idea is to take advantage of the motivational potential of games for the classroom environment. This work sought to verify the reliability of an evaluation scale for educational games and the effectiveness of a board game as an active tool for teaching embryology. The potential and limitations of the scale used were also studied. To achieve this objective, an active practical class was held with medical students from a Brazilian higher education institution. The study included 215 students, of legal age, enrolled in the first to eighth phases of the course. The content addressed during the intervention referred to the period from the first to the eighth week of embryonic development, addressed through a board game. At the end of the activity, students were invited to answer a questionnaire to evaluate educational games. After data collection, exploratory factor analysis was performed using the IBM SPSS® Statistics 22.0 software. It was observed that the assertions Relevance3, Confidence4, Satisfaction3, Immersion1, Challenge2, Skill1, Social Interaction3 and Fun5R had the most significant factorial load. The results suggest that gamification can bring important benefits when well used.
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医学课程胚胎学教学中的游戏化:游戏的应用与评估
关于使用主动方法的研究越来越多,促进了形态学领域的教授们对此类资源的应用。自上一个十年初以来,游戏化已成为越来越多关注的焦点,其核心思想是利用游戏在课堂环境中的激励潜力。这项工作旨在验证教育游戏评估量表的可靠性,以及棋盘游戏作为胚胎学教学的积极工具的有效性。此外,还研究了所使用的量表的潜力和局限性。为实现这一目标,巴西一所高等院校的医科学生开设了一堂活跃的实践课。研究对象包括 215 名达到法定年龄的学生,他们分别就读于该课程的第一至第八阶段。干预活动的内容涉及胚胎发育的第一周至第八周,通过棋盘游戏的形式进行。活动结束后,学生们被邀请回答一份问卷,对教育游戏进行评价。数据收集后,使用 IBM SPSS® 统计 22.0 软件进行了探索性因子分析。结果显示,"相关性 "3、"信心 "4、"满意度 "3、"沉浸感 "1、"挑战性 "2、"技能 "1、"社交互动 "3 和 "趣味性 "5R 具有最显著的因子负荷。结果表明,游戏化如果运用得当,可以带来重要的益处。
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