| Literature DB >> 31139434 |
Abstract
BACKGROUND: The use of gamification in higher education context has become popular in recent years with one aim of enhancing learning motivation, yet, it is unknown how physiotherapy students perceive gamified education experience. Using gamification together with multi-media patient case studies, this study explored whether and how gamified education motivated physiotherapy students' learning. It also investigated how other factors such as class design and mechanics affected gamified experience.Entities:
Keywords: Gamification; Multi-media; Physiotherapy education
Year: 2019 PMID: 31139434 PMCID: PMC6525342 DOI: 10.1186/s40945-019-0059-2
Source DB: PubMed Journal: Arch Physiother ISSN: 2057-0082
Fig. 1Title pages of the three gamified virtual patient cases
Fig. 2Examples of gamified activities embedded in the “Traumatic Brain Injury” case study. Activities from left to right: Matching, hotspot, drag and drop for prioritisation
Fig. 3Score/Leaderboard (with team name modified to AAAA, BBBB, CCCC and DDDD). Each team may get a score between 40 and 200 per session depending on the rating scale on the left hand-side of the figure. The last column shows the final score of that team after six sessions. The score clock shows the accumulated total scores of all teams
Post-experience survey items and results
| Survey Items | % of agreed and strongly agreed |
|---|---|
| 1. The instructions for the online virtual patient cases are clear. | 93.75% |
| 2. The case content is helpful to achieve the learning objectives. | 93.75% |
| 3. The questions/activities are useful for assessing my level of understanding of the case content. | 93.75% |
| 4. The difficulty level of the questions/activities is appropriate. | 90.625% |
| 5. The length of the cases is appropriate. | 93.75% |
| 6. I have good understandings of the content after the cases. | 84.5% |
| 7. The online virtual patient cases are useful for enhancing my motivation. | 90.625% |
| 8. The questions/activities in the cases are engaging and interactive. | 93.75% |
| 9. The use of gamification (e.g. narration storytelling, decision making for virtual patient) is useful. | 93.75% |
| 10. The use of multimedia (e.g. teaching videos, animation, pictures) in the online cases is effective. | 90.625% |
| 11. The feedback from the questions/activities are clear. | 84.375% |
| 12. Overall, I enjoyed the online virtual patient cases. | 96.875% |
Fig. 4Suggested mapping of class designs and gamification mechanics that could enhance positive experience and motivation in gamified education. Positive experience depends upon authentic experience, class activities and designs and gamification mechanics. The yellow boxes indicate suggested activities and mechanics