“The Synaptic Board Game” Improves Health Sciences Students’ Learning on Synaptic Transmission

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH SIMULATION & GAMING Pub Date : 2023-06-30 DOI:10.1177/10468781231187298
G. Carrazoni, Amanda Dalla’Corte Chaves, Lucas Gazzani Araujo Silva, Cláudio Felipe Kolling da Rocha, P. Mello-Carpes
{"title":"“The Synaptic Board Game” Improves Health Sciences Students’ Learning on Synaptic Transmission","authors":"G. Carrazoni, Amanda Dalla’Corte Chaves, Lucas Gazzani Araujo Silva, Cláudio Felipe Kolling da Rocha, P. Mello-Carpes","doi":"10.1177/10468781231187298","DOIUrl":null,"url":null,"abstract":"Background Synaptic Transmission (ST) is a content of Physiology courses in which students frequently experience learning difficulties. Intervention Here, we evaluated the impact of using The Synaptic Board Game (SBG), an educational game created to assist in ST teaching-learning, on students’ knowledge. Methods Sixty-eight students were divided into control (CT) and synaptic board game groups (GG); CT attended one theoretical class (TC) about ST, and GG experienced 1 h of class using the SBG in addition to the same TC. Before and immediately after the intervention, students completed tests about ST. Overall scores and performance in specific questions (general synaptic transmission, electrical, and chemical synapse) were assessed. Results GG scored higher in the immediate post-test compared to the pre-test. In addition, GG showed higher overall scores than CT in the immediate post-test. Both groups scored lower in the post-test in general synaptic transmission questions, but GG performed better than CT. Discussion SBG improves knowledge after practice and seems to help students understand better the differences between electrical and chemical synapses. Limitations and Suggestions (i) the immediate post-test could be applied at the same time for both groups; (ii) future quiz apps developed to be applied in class could collect the data regarding the answers to each question from students while they play the game; (iii) a late post-test could be applied simultaneously with students from both groups without previous communication. Conclusion The results indicate that SBG is an effective teaching material to reinforce ST learning and avoid misunderstandings between electrical and chemical synapses.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":null,"pages":null},"PeriodicalIF":1.5000,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIMULATION & GAMING","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/10468781231187298","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Background Synaptic Transmission (ST) is a content of Physiology courses in which students frequently experience learning difficulties. Intervention Here, we evaluated the impact of using The Synaptic Board Game (SBG), an educational game created to assist in ST teaching-learning, on students’ knowledge. Methods Sixty-eight students were divided into control (CT) and synaptic board game groups (GG); CT attended one theoretical class (TC) about ST, and GG experienced 1 h of class using the SBG in addition to the same TC. Before and immediately after the intervention, students completed tests about ST. Overall scores and performance in specific questions (general synaptic transmission, electrical, and chemical synapse) were assessed. Results GG scored higher in the immediate post-test compared to the pre-test. In addition, GG showed higher overall scores than CT in the immediate post-test. Both groups scored lower in the post-test in general synaptic transmission questions, but GG performed better than CT. Discussion SBG improves knowledge after practice and seems to help students understand better the differences between electrical and chemical synapses. Limitations and Suggestions (i) the immediate post-test could be applied at the same time for both groups; (ii) future quiz apps developed to be applied in class could collect the data regarding the answers to each question from students while they play the game; (iii) a late post-test could be applied simultaneously with students from both groups without previous communication. Conclusion The results indicate that SBG is an effective teaching material to reinforce ST learning and avoid misunderstandings between electrical and chemical synapses.
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
“突触棋盘游戏”提高了健康科学专业学生对突触传递的学习
背景突触传递(ST)是生理学课程中学生经常遇到学习困难的一项内容。干预在这里,我们评估了使用Synaptic Board Game(SBG)对学生知识的影响,SBG是一款旨在帮助ST教学的教育游戏。方法将68名大学生分为对照组(CT)和突触板游戏组(GG);CT参加了一堂关于ST的理论课(TC),GG除了参加同样的TC外,还参加了1小时的SBG课程。在干预前后,学生们完成了关于ST的测试。评估了特定问题(一般突触传递、电突触和化学突触)的总分和表现。结果GG在测试后即刻的得分高于测试前。此外,GG在测试后立即显示出比CT更高的总分。两组在一般突触传递问题的后测中得分都较低,但GG的表现优于CT。讨论SBG在练习后提高了知识,似乎有助于学生更好地理解电突触和化学突触之间的差异。限制和建议(i)两组可同时进行即时后测试;(ii)未来开发用于课堂的智力竞赛应用程序可以在学生玩游戏时从他们那里收集关于每个问题答案的数据;(iii)在没有事先沟通的情况下,两组学生可以同时进行后期测试。结论SBG是加强ST学习、避免电突触和化学突触之间误解的有效教材。
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
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
期刊最新文献
Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game Communities The Importance of Relaxation and Vacation for Healthcare Workers: Playtime! On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study Change the Rules! Using Social Media Data to Understand Citizen Perceptions of Urban Planning in a City Simulation Game
×
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:481959085
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