Impacto de la gamificación en el aprendizaje y satisfacción de estudiantes de odontología de una universidad peruana

Q2 Social Sciences Educacion Medica Pub Date : 2025-05-01 Epub Date: 2025-01-07 DOI:10.1016/j.edumed.2024.101018
Sheila Trigo-Cano , Peggy Griselda Coa-Serrano , Sonia Caroll Macedo-Valdivia , Fernando Amilcar Chávez-Fernandez
{"title":"Impacto de la gamificación en el aprendizaje y satisfacción de estudiantes de odontología de una universidad peruana","authors":"Sheila Trigo-Cano ,&nbsp;Peggy Griselda Coa-Serrano ,&nbsp;Sonia Caroll Macedo-Valdivia ,&nbsp;Fernando Amilcar Chávez-Fernandez","doi":"10.1016/j.edumed.2024.101018","DOIUrl":null,"url":null,"abstract":"<div><h3>Introduction</h3><div>Gamification through escape rooms is an active teaching-learning methodology widely used in the training of health professionals with positive results. However, there is little evidence of its application in dental students, so the present study investigated its effectiveness in learning and satisfaction of this population.</div></div><div><h3>Material and methods</h3><div>Face-to-face escape rooms were designed in which 65 dental students participated. The intervention was structured in phases: planning, development and execution, with activities integrated into the theoretical content previously taught in class. Learning was evaluated through a pre- and post-test of knowledge based on 20 points, and satisfaction and experience with gamification in education (EGAMEDU) were measured after the intervention.</div></div><div><h3>Results</h3><div>There was a statistically significant difference (<em>p</em> &lt; 0.001) between the pre- and post-test scores, with an increase from 9.6 to 16.8 points after gamification. The level of student satisfaction was also high, with an average higher than 3.5. Similarly, the perception of the gamified experience was positive, with an average of over 4, stating that students had fun while learning during the game, and that frustration or stress were minimally perceived.</div></div><div><h3>Conclusions</h3><div>Gamification, in general, and escape rooms, in particular, have been shown to have a positive impact on the learning and satisfaction of dentistry students, so they should be considered as a complementary tool to traditional teaching methods.</div></div>","PeriodicalId":35317,"journal":{"name":"Educacion Medica","volume":"26 3","pages":"Article 101018"},"PeriodicalIF":0.0000,"publicationDate":"2025-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Educacion Medica","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1575181324001335","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/1/7 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0

Abstract

Introduction

Gamification through escape rooms is an active teaching-learning methodology widely used in the training of health professionals with positive results. However, there is little evidence of its application in dental students, so the present study investigated its effectiveness in learning and satisfaction of this population.

Material and methods

Face-to-face escape rooms were designed in which 65 dental students participated. The intervention was structured in phases: planning, development and execution, with activities integrated into the theoretical content previously taught in class. Learning was evaluated through a pre- and post-test of knowledge based on 20 points, and satisfaction and experience with gamification in education (EGAMEDU) were measured after the intervention.

Results

There was a statistically significant difference (p < 0.001) between the pre- and post-test scores, with an increase from 9.6 to 16.8 points after gamification. The level of student satisfaction was also high, with an average higher than 3.5. Similarly, the perception of the gamified experience was positive, with an average of over 4, stating that students had fun while learning during the game, and that frustration or stress were minimally perceived.

Conclusions

Gamification, in general, and escape rooms, in particular, have been shown to have a positive impact on the learning and satisfaction of dentistry students, so they should be considered as a complementary tool to traditional teaching methods.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
游戏化对秘鲁大学牙科学生学习和满意度的影响
通过密室逃生的教化是一种积极的教学方法,广泛用于卫生专业人员的培训,并取得了积极的成果。然而,很少有证据表明它在牙科学生中的应用,因此本研究调查了它在这一人群的学习效果和满意度。材料与方法设计面对面逃生室,共65名牙科专业学生参加。干预是分阶段进行的:计划、发展和执行,活动与之前课堂上教授的理论内容相结合。通过基于20分的知识前后测试来评估学习,并在干预后测量对教育游戏化的满意度和体验(EGAMEDU)。结果测试前与测试后得分差异有统计学意义(p <; 0.001),游戏化后得分由9.6分提高到16.8分。学生的满意度也很高,平均高于3.5分。同样,对游戏化体验的看法是积极的,平均超过4分,表明学生在游戏中学习时很开心,并且很少感受到挫折或压力。结论游戏化,特别是密室逃生,对牙科学生的学习和满意度有积极的影响,因此应该考虑将其作为传统教学方法的补充工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Educacion Medica
Educacion Medica Social Sciences-Education
CiteScore
2.60
自引率
0.00%
发文量
58
审稿时长
63 days
期刊介绍: Educación Médica, revista trimestral que se viene publicando desde 1998 es editada desde enero de 2003 por la Fundación Educación Médica. Pretende contribuir a la difusión de los estudios y trabajos que en este campo se están llevando a cabo en todo el mundo, pero de una manera especial en nuestro entorno. Los artículos de Educación Médica tratarán tanto sobre aspectos prácticos de la docencia en su día a día como sobre cuestiones más teóricas de la educación médica. Así mismo, la revista intentará proporcionar análisis y opiniones de expertos de reconocido prestigio internacional.
期刊最新文献
Factors associated with academic performance in mobile-assisted flipped classrooms: evidence from public health education in Vietnam Evaluación comparativa de modelos de inteligencia artificial de última generación frente a psiquiatras humanos en el examen nacional de subespecialidad en Perú: un estudio transversal Aspectos éticos para la educación médica en inteligencia artificial Inteligencia artificial y salud mental en la formación médica Procrastinación académica como expresión de malestar psicológico en la formación médica
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1