| Literature DB >> 30519479 |
Karl Johan Møller Klit1, Ken Steen Pedersen2, Helle Stege1.
Abstract
BACKGROUND: Acquisition of knowledge and skills by agriculture students prior to real-life experience is a well-known educational challenge. Game-based learning has the advantage of being active, experiential, and problem-based, and provides immediate feedback. Simulation games are widely used in other fields to support traditional teaching methodology and actively engage students. This study investigates whether a digital pig farm game can assist agriculture students in acquiring knowledge and skills in farrowing management to reduce mortality in piglets prior to weaning.Entities:
Keywords: Agriculture; Animal welfare; Digital simulation; Game-based learning; Piglet mortality
Year: 2018 PMID: 30519479 PMCID: PMC6271576 DOI: 10.1186/s40813-018-0105-6
Source DB: PubMed Journal: Porcine Health Manag ISSN: 2055-5660
Fig. 1Screenshots from “Game of Piglets”
Demographical information of students
| Total students ( | Classroom | Simulation | Hands-on |
|---|---|---|---|
| Mean age (median) | 17.4 (17) | 17.2 (17) | 17.0 (17) |
| Gender | |||
| Male | 60 (89.5%) | 52 (83.9%) | 47 (82.5%) |
| Female | 7 (10.5%) | 10 (16.1%) | 10 (17.5%) |
| Experiencea | |||
| Yes | 19 (28.4%) | 12 (19.4%) | 13 (22.8%) |
| No | 48 (71.6%) | 50 (80.6%) | 44 (77.2%) |
| School | |||
| 1 | 26 (38.8%) | 16 (30.8%) | 18 (31.6%) |
| 2 | 15 (22.4%) | 25 (40.3%) | 20 (35.1%) |
| 3 | 17 (25.4%) | 14 (22.6%) | 13 (22.8%) |
| 4 | 9 (13.4%) | 7 (11.3%) | 6 (10.5%) |
| Backgroundb | |||
| Basic course one | 26 (38.8%) | 44 (71%) | 23 (40.4%) |
| Employed on a farm with agreement from school | 24 (35.8%) | 12 (19.4%) | 21 (36.8%) |
| Employed on a farm with no agreement from school | 11 (16.4%) | 2 (3.2%) | 8 (14%) |
| Other | 6 (9%) | 4 (6.4%) | 5 (8.8%) |
| Gaming behaviour | |||
| Never | 8 (11.9%) | 7 (11.3%) | 5 (8.8%) |
| Once a month | 8 (11.9%) | 8 (12.9%) | 7 (12.3%) |
| Once a week | 11 (16.4%) | 10 (16.1%) | 5 (8.8%) |
| Several times per week | 25 (37.3%) | 20 (32.3%) | 17 (29.8%) |
| Once every day | 3 (4.5%) | 6 (9.7%) | 10 (17.5%) |
| Several times per day | 11 (16.4%) | 11 (17.7%) | 13 (22.8%) |
| Farming simulator as favourite game | |||
| Yes | 30 (44.8%) | 36 (58.1%) | 32 (56.1%) |
| No | 37 (55.2%) | 26 (41.9%) | 25 (43.9%) |
aExperienced students had earlier a paid job on a pig farm or born on a pig farm
bBackground: Employment on a farm is not only pig farms
Multiple-choice test values for students exposed to three different didactic approaches
| Exposure |
| Mean* | SD* |
|---|---|---|---|
| Classroom | 67 | 15.9a | 8.31a + b |
| Classroom + Simulation | 62 | 17.4a | 6.76a |
| Classroom + Hands-on | 57 | 16.4a | 9.35b |
*Means and SD with different superscripts are statistically significantly different (P < 0.05)
Fig. 2Box plot of the multiple-choice test score for each group. Multiple-choice test consisted of 20 questions. An incorrect answer gave minus 1 point, no answer 0 points and correct answer 2 points. Points from each question were summarised to a total score from the test. The difference found between the groups was not significant
Fig. 3Perceived self-efficacy responses to statements about farrowing management and external biosecurity. Self-evaluation of competencies in relation to 11 statements as referred to as farrowing management and external biosecurity. The simulation group has evaluated significantly higher when it comes to choosing the correct antibiotic against MMA. The hands-on group has evaluated significantly lower in the conditions of tail docking and castration
Fig. 4Responses to satisfaction questionnaire about game session experience. Simulation group (n = 62) filled out a satisfaction survey after gaming session. Overall the responses were positive