Effectiveness of game-based learning: A cross-sectional study on phase 1 medical students

P. Natarajan, S. Subramanian, Kalaivani Amitkumar, Anissa Joseph, Nithya Venugopal
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Abstract

Background: In the past, teaching and learning methods mainly focused on content in knowledge rather than a learning experience. Nowadays, there has been an increased use of playful approaches to teaching and learning. Game-based learning (GBL) playfully engages with educational materials. We employed two game-based applications (Kahoot and Quizizz) and the traditional method of learning using multiple-choice questions (MCQs) and compared their efficacy in providing fun-based productive learning to medical students. Methodology: A cross-sectional study. Two hundred and fifty-two Phase 1 undergraduate medical students were included in the study. They were given three different assessment methods: paper-based MCQs, Quizizz, and Kahoot! Each method contained 10 questions. All students were encouraged to complete all three quiz methods. We conducted this study for 6 months. After 6 months, the students were given a questionnaire prepared on a Likert scale to evaluate students' perception of concentration, engagement, enjoyment, and satisfaction of students. Results: P <0.05 indicated that there was a difference in average scores between the three methods (traditional quiz method, Quizizz, and Kahoot method). 96% of the students agreed that repeated attempts of doing the Quizizz in the app led to improvement in their long-term memory. The mean score of the student is highest in Kahoot! 53% of the students stated that image-based quiz was an interesting area. 92% of students felt that the live Quizizz was fun and interesting. Conclusion: A significant number of medical students enjoyed GBL since they can interact with one another and got motivated during the live Quizizz and Kahoot sessions. At the same time, students using the traditional method of learning were neither motivated nor enjoyed and hence we can utilize these game-based tools for teaching medicine and they can be used as a formative assessment tool too.
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基于游戏的学习有效性:一项针对一期医学生的横断面研究
背景:过去,教学和学习方法主要关注知识内容,而不是学习体验。如今,越来越多的人使用好玩的教学方法。基于游戏的学习(GBL)与教育材料进行了有趣的互动。我们采用了两种基于游戏的应用程序(Kahoot和Quizizz)和使用多项选择题的传统学习方法(MCQ),并比较了它们在为医学生提供基于乐趣的高效学习方面的效果。方法:横断面研究。二百五十二名一期医学本科生参与了这项研究。他们得到了三种不同的评估方法:基于纸张的MCQ、Quizizz和Kahoot!每种方法包含10个问题。鼓励所有学生完成所有三种测验方法。我们进行了6个月的研究。6个月后,学生们接受了一份用Likert量表编制的问卷调查,以评估学生对专注、参与、享受和满意度的感知。结果:P<0.05表明三种方法(传统测验法、Quizizz法和Kahoot法)的平均得分存在差异。96%的学生认为,反复尝试在应用程序中进行Quizizz可以提高他们的长期记忆。这个学生的平均分在卡霍特是最高的!53%的学生表示,基于图像的测验是一个有趣的领域。92%的学生认为现场Quizizz很有趣。结论:相当多的医学生喜欢GBL,因为他们可以在现场Quizizz和Kahoot课程中相互交流并获得动力。与此同时,使用传统学习方法的学生既没有动力,也不喜欢,因此我们可以利用这些基于游戏的工具来教授医学,它们也可以用作形成性评估工具。
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来源期刊
CiteScore
0.30
自引率
0.00%
发文量
2
审稿时长
16 weeks
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