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...
| Authors: | , , , , , |
|---|---|
| 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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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 |
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Inglés en |
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Inglés en |
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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 |
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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/ |
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openAccess |
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reponame:riUAL. Repositorio Institucional de la Universidad de Almería instname: |
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riUAL. Repositorio Institucional de la Universidad de Almería |
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riUAL. Repositorio Institucional de la Universidad de Almería |
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