Gamification in the microbiology classroom for biology students during the COVID-19 pandemic

Nicols Dayana Reina-Guzmán, K. X. Sandoval-Parra, M. L. Ortiz-Moreno, Sara Cristina Guerrero
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Abstract

Gamification is an underdeveloped didactic method in the microbiology classroom, mainly due to teachers’ limited experience with ICT. However, it can positively influence learning, especially in virtual environments such as those established by the COVID-19 pandemic. This work aimed to analyze the effects of gamification applied to microbiology classes in Biology students in blended and online modalities under the current context. A focus group of students, who experienced the didactics of gamification, Problem-Based Learning, and Project-Based Learning, was surveyed to determine the effects of these methods on its learning. Teachers and graduates also approached gamification, and their responses were analyzed. Students considered that gamification contributed to their engagement in the learning process, increasing the interest in classroom activities. The results also indicated that the three didactic approaches complemented each other and can be integrated into the face-to-face curriculum. Evidence denoted that gamification can indeed enhance cognitive, metacognitive, praxeological, and attitudinal skills, thereby bettering the learning experience.
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COVID-19大流行期间生物系学生微生物学课堂的游戏化
游戏化在微生物学课堂教学中是一种不发达的教学方法,主要是由于教师对ICT的经验有限。然而,它可以对学习产生积极影响,特别是在虚拟环境中,如COVID-19大流行所建立的环境中。本研究旨在分析在当前背景下,混合和在线模式下游戏化应用于生物学学生微生物学课程的效果。我们调查了一群经历过游戏化、基于问题的学习和基于项目的学习的学生,以确定这些方法对学习的影响。教师和毕业生也接触了游戏化,并分析了他们的反应。学生认为游戏化有助于他们参与学习过程,增加对课堂活动的兴趣。结果还表明,三种教学方法相辅相成,可以整合到面对面课程中。有证据表明,游戏化确实可以提高认知、元认知、行为和态度技能,从而改善学习体验。
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来源期刊
自引率
0.00%
发文量
36
审稿时长
12 weeks
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