Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study

Background: For health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resourc...

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Authors: Sandoval-Hernández, Irene, Molina Torres, Guadalupe|||0000-0002-2261-5482, León-Morillas, Felipe, Ropero Padilla, Carmen|||0000-0001-5883-767X, González-Sánchez, Manuel, Martínez De La Cal, Jesús
Format: article
Publication Date:2023
Country:España
Repository:riUAL. Repositorio Institucional de la Universidad de Almería
OAI Identifier:oai:dnet:riualreposit::636baf0bcd0f2405e15576681202ce07
Online Access:http://hdl.handle.net/10835/17225
https://dx.doi.org/10.1186/s12909-023-04576-8
Access Level:Open access
Keyword:Escape room
Gamification
Kahoot!
Physiotherapy Party
Physiotherapy
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spelling Analysis of different gamification-based teaching resources for physiotherapy students: a comparative studySandoval-Hernández, IreneMolina Torres, Guadalupe|||0000-0002-2261-5482León-Morillas, FelipeRopero Padilla, Carmen|||0000-0001-5883-767XGonzález-Sánchez, ManuelMartínez De La Cal, JesúsEscape roomGamificationKahoot!Physiotherapy PartyPhysiotherapyBackground: For health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resources in the classroom with physiotherapy students. Methods: A comparative study on gamification-based teaching resources was carried out during the first semester of the 2021-2022 academic year. A total of 33 physiotherapy students participated in this study. After the theoretical topics were taught, the participants were invited to participate in different gamification resources such as Kahoot!, Physiotherapy Party and Escape Room. The gaming experience with the different gamification resources was measured with the GAMEX scale. Results: The Physiotherapy Party showed a higher score in relation to the enjoyment dimension compared to the Kahoot! and Escape Room (p=0.004). The Escape Room presented higher scores in absorption, creative thinking, activation and dominance compared to Kahoot! and Physiotherapy Party (p<0.005). Conclusions: Gamification resources promote enjoyment and creativity in the students in the classroom. The use of new teaching methods based on gamification, such as Escape Room as Physiotherapy Party should be considered as first choice in the use of gamification resources due to the benefits they bring to students.20232023-01-01journal articlehttp://purl.org/coar/resource_type/c_6501NAhttp://purl.org/coar/version/c_be7fb7dd8ff6fe43info:eu-repo/semantics/articlehttp://hdl.handle.net/10835/17225https://dx.doi.org/10.1186/s12909-023-04576-8reponame:riUAL. Repositorio Institucional de la Universidad de Almeríainstname:Inglésenopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:dnet:riualreposit::636baf0bcd0f2405e15576681202ce072025-06-20T09:31:21Z
dc.title.none.fl_str_mv Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
title Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
spellingShingle Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
Sandoval-Hernández, Irene
Escape room
Gamification
Kahoot!
Physiotherapy Party
Physiotherapy
title_short Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
title_full Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
title_fullStr Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
title_full_unstemmed Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
title_sort Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study
dc.creator.none.fl_str_mv Sandoval-Hernández, Irene
Molina Torres, Guadalupe|||0000-0002-2261-5482
León-Morillas, Felipe
Ropero Padilla, Carmen|||0000-0001-5883-767X
González-Sánchez, Manuel
Martínez De La Cal, Jesús
author Sandoval-Hernández, Irene
author_facet Sandoval-Hernández, Irene
Molina Torres, Guadalupe|||0000-0002-2261-5482
León-Morillas, Felipe
Ropero Padilla, Carmen|||0000-0001-5883-767X
González-Sánchez, Manuel
Martínez De La Cal, Jesús
author_role author
author2 Molina Torres, Guadalupe|||0000-0002-2261-5482
León-Morillas, Felipe
Ropero Padilla, Carmen|||0000-0001-5883-767X
González-Sánchez, Manuel
Martínez De La Cal, Jesús
author2_role author
author
author
author
author
dc.subject.none.fl_str_mv Escape room
Gamification
Kahoot!
Physiotherapy Party
Physiotherapy
topic Escape room
Gamification
Kahoot!
Physiotherapy Party
Physiotherapy
description Background: For health professionals, gamification is a new teaching method that has achieved an important role in recent years, with excellent results in learning and knowledge acquisition. Thus, the objective of this study was to analyze the gaming experience through different gamification resources in the classroom with physiotherapy students. Methods: A comparative study on gamification-based teaching resources was carried out during the first semester of the 2021-2022 academic year. A total of 33 physiotherapy students participated in this study. After the theoretical topics were taught, the participants were invited to participate in different gamification resources such as Kahoot!, Physiotherapy Party and Escape Room. The gaming experience with the different gamification resources was measured with the GAMEX scale. Results: The Physiotherapy Party showed a higher score in relation to the enjoyment dimension compared to the Kahoot! and Escape Room (p=0.004). The Escape Room presented higher scores in absorption, creative thinking, activation and dominance compared to Kahoot! and Physiotherapy Party (p<0.005). Conclusions: Gamification resources promote enjoyment and creativity in the students in the classroom. The use of new teaching methods based on gamification, such as Escape Room as Physiotherapy Party should be considered as first choice in the use of gamification resources due to the benefits they bring to students.
publishDate 2023
dc.date.none.fl_str_mv 2023
2023-01-01
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
NA
http://purl.org/coar/version/c_be7fb7dd8ff6fe43
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv http://hdl.handle.net/10835/17225
https://dx.doi.org/10.1186/s12909-023-04576-8
url http://hdl.handle.net/10835/17225
https://dx.doi.org/10.1186/s12909-023-04576-8
dc.language.none.fl_str_mv Inglés
en
language_invalid_str_mv Inglés
en
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
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