Literature DB >> 30168609

Gamifying anatomy education.

Eng Tat Ang1, Jia Min Chan1, Vik Gopal2, Ng Li Shia3.   

Abstract

The objective of our research is to find out if gamification increases motivation for self-directed learning (SDL) of human anatomy among year 1 medical students, and more importantly, their academic grades (n = 120). At the NUS Yong Loo Lin School of Medicine, anatomy teaching has traditionally been delivered via didactic means. To encourage more active learning, suitable games (non-digital) and the script concordance test were utilized to enhance the process. The flipped classroom approach was also introduced to further trigger active learning. In addition, the use of mobile apps (digital) was also initiated as supplements for SDL. Feedback was collected based on the previously validated PRO-SDL scale. Results from the research yielded inconclusive evidence to support enhanced motivation among our students due to gamification (P > 0.05). However, it did help to encourage active participation for a "fun learning" experience supported by numerous positive comments. More importantly, the participant's continuous assessment (CA1, CA2, and CA3) and objective specific practical exam results were better than the cohort's average (P < 0.05), suggesting that enhanced meta-cognition, and factual recall had taken place. While it is positive, there are some caveats to note with gamification, first and foremost, that it is tutor dependent. Taken together, gamification could represent a new paradigm for anatomy education, and also an opportune time to change the prevailing culture in the healthcare and education industry. Clin. Anat. 31:997-1005, 2018.
© 2018 Wiley Periodicals, Inc. © 2018 Wiley Periodicals, Inc.

Entities:  

Keywords:  anatomy; education; gamification

Mesh:

Year:  2018        PMID: 30168609     DOI: 10.1002/ca.23249

Source DB:  PubMed          Journal:  Clin Anat        ISSN: 0897-3806            Impact factor:   2.414


  3 in total

1.  An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study.

Authors:  Jun Wen Tan; Kian Bee Ng; Sreenivasulu Reddy Mogali
Journal:  JMIR Serious Games       Date:  2022-01-10       Impact factor: 4.143

2.  Gamified E-learning in medical terminology: the TERMInator tool.

Authors:  Anna-Henrikje Seidlein; Hartmut Bettin; Philipp Franikowski; Sabine Salloch
Journal:  BMC Med Educ       Date:  2020-08-28       Impact factor: 2.463

3.  Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies.

Authors:  Juan J López-Jiménez; José L Fernández-Alemán; José A García-Berná; Laura López González; Ofelia González Sequeros; Joaquín Nicolás Ros; Juan M Carrillo de Gea; Ali Idri; Ambrosio Toval
Journal:  Int J Environ Res Public Health       Date:  2021-12-15       Impact factor: 3.390

  3 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.