| Literature DB >> 31331319 |
Szabolcs Felszeghy1,2, Sanna Pasonen-Seppänen3, Ali Koskela4, Petteri Nieminen3, Kai Härkönen3, Kaisa M A Paldanius3, Sami Gabbouj3, Kirsi Ketola3, Mikko Hiltunen3, Mikael Lundin5, Tommi Haapaniemi6, Erkko Sointu7, Eric B Bauman8, Gregory E Gilbert9, David Morton10, Anitta Mahonen3.
Abstract
BACKGROUND: Human morphology is a critical component of dental and medical graduate training. Innovations in basic science teaching methods are needed to keep up with an ever-changing landscape of technology. The purpose of this study was to investigate whether students in a medical and dental histology course would have better grades if they used gaming software Kahoot® and whether gamification effects on learning and enjoyment.Entities:
Keywords: Collaborative learning; Dental education; Game design; Histology education; Knowledge retention; Medical education; Whole-slide imaging platform
Year: 2019 PMID: 31331319 PMCID: PMC6647160 DOI: 10.1186/s12909-019-1701-0
Source DB: PubMed Journal: BMC Med Educ ISSN: 1472-6920 Impact factor: 2.463
Fig. 1Screenshot of a question and the digital learning scenario. a High-quality histological images were used with list of alternative answers to test morphological knowledge as well as correlation with function. Players answered the questions with their own mobile devices, while the questions and the time allocated to answering (red asterisk) were displayed on large shared screens. b The rooms for teaching sessions have been set up to move histology education into digital scenarios to help students’ active exchange of histology knowledge, as big touchscreens offered possibilities for teamwork in both years analyzed
Demographics of Medical (MED) and Dental (DENT) students of University of Eastern Finland. The table displays the sex distribution in medical (MED) and dental (DENT) histology courses at University of Eastern Finland
Fig. 2Summary of voluntary and anonymous responses on the student feedback forms. The survey represented a snapshot of a single educational event with a relatively large number (160) of attendees. Each person answered one of four levels of agreement or disagreement with the questions raised. Each panel of the plot shows a breakdown of the respondents into categories defined by the criteria listed below in the figure. The results of the survey indicated that the participants’ self-confidence improved with the introduction of gamification, and the students reported that the Kahoot® platform facilitated their ability to learn the course material in a more informal scenario. There was a positive association between the Kahoot® platform and the standardized mastery of the course material, as most of the students who used the platform felt that they had learned the material more comprehensively. Answers were collected by Kahoot® using a four-point Likert scale (1 = never, 2 = sometimes, 3 = often, 4 = always). Results are expressed as means, SD. Cronbach’s alpha coefficients obtained from analysis of questionnaires completed by medical and dental students of University of Eastern Finland was acceptable level coefficient of reliability for question number as follows: yellow bars (Alpha> 0.65): reasonable; green bars: satisfactory (Alpha < 0.65); red bar: unacceptable (Alpha < 0.5). Abbreviations: Did you read, printed materials related to topic during the course before each session? Gamification is an effective method for learning the basics of Histology. Gamification motivates me to learn more about morphology. The ability to collaborate with teachers during laboratory session via discussion of the game results was important. Kahoot enhances my understanding on the subjects Gamification helps to retain my knowledge The discussions during online game sessions improved my understanding of my skills. Gamification is an effective method to correct my misconception on the content I am feeling nervous if I play an online game during laboratory session The Kahoot is a better platform than other e-learning platforms I am feeling relaxed if I play an online game during laboratory session. I’m more engaged with feedback through online gamification
Main themes identified from open-ended questions with regards to learning (What promoted or hindered your learning?)
Narrative feedback was obtained by the students via Moodle, as open-ended questionnaire. Forty-one students out of 215 completed the open-ended survey. Gamification was highlighted by students as positive factor influencing the learning atmosphere. Student comments indicated that gamification created a positive educational experience resulting in a change of pace relative to regular teaching sessions were fun and provided a different motivation to participate. The team-based and teacher-supervised discussions using the whole slide imaging platform appear to be positively evaluated by students
Fig. 3The exam grades earned in 2017 and in 2018 by groups and gender. Displays the exam score averages of different populations of students. A total of 418 students took the written examinations; 203 did so in 2017, and 215 participated in 2018. Introducing gamification into the histology curriculum for the medical and dental population caused a dramatic shift in the distribution frequencies of excellent grades according to odds. The student of 2018 academic year who received gamification based histology education, increased in odds were recorded as compared with students from 2017
Fig. 4The topic-relevant online quiz performance of students in different gamification scenarios. Experimental groups: online quiz played at the beginning of teaching sessions by an individual player (GI) or a team (G II), quiz played at the end of teaching session by an individual player (G III) or a team (G IV), and quiz played twice, at the beginning and the end of class, by a team (G V). The first-year medical and dental students from the University of Eastern Finland were randomly grouped into even-sized groups. *denotes a significant difference between groups, p < 0.05, one-way ANOVA