| Literature DB >> 34093334 |
Francisco Antonio Nieto-Escamez1,2, María Dolores Roldán-Tapia1,2.
Abstract
The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases. A total of 11 papers from Chemistry, Business, Computer Science, Biology, and Medical areas have been identified and included in the present work. All of them analyzed the use of gamification strategies during the COVID-19 pandemic and assessed student's learning and motivation outcomes. In general, students reported that gamification was innovative, engaging, and an efficient strategy to deliver curricula material; moreover, it was perceived as a fun activity. Some students reported that gamified videoconferences aided to connect with their classmates during isolation time providing effective social support. However, some students reported a bad physical or psychological condition, as consequence of the confinement, and did not get involved in the activity. Some weaknesses of the reviewed studies are the small sample size and its homogeneity, which makes it difficult to generalize their results to other scenarios and academic areas. Furthermore, although there is a feeling of learning during the activity, this result is mainly based on subjective perceptions, and any of the studies demonstrated that superior learning was achieved in comparison with traditional teaching strategies. Nevertheless, gamification can be implemented together with traditional lectures and can be a valuable instrument during post-COVID times.Entities:
Keywords: COVID-19; distance learning; engagement; gamification; motivation; simulation; student satisfaction; videogame
Year: 2021 PMID: 34093334 PMCID: PMC8175641 DOI: 10.3389/fpsyg.2021.648552
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Articles included in the review: objectives, methodology, and outcomes.
| Article | Gamification objectives | Game elements | Data collection | Motivational outcomes | Learning results |
| To help students review concepts in a collaborative environment | Competition, cooperation, challenge, points, and leaderboard | Exam scores, student feedback through questionnaires | Increased motivation through competition for leaderboard rank | Learning improves in the same way as regular problem-solving classes | |
| To maintain students’ wellness and class community and to develop knowledge | Competition, points, and videoconference | Student feedback through surveys, observation of students’ behavior | Increased engagement, improved class morale, and enthusiasm | Subjective perception of learning | |
| To provide a remote revision aid tool | Puzzle (no immediate feedback | Student-tracking statistics, cohort exam scores, and student feedback questionnaire | Increased confidence and increased engagement in some students | Higher percentage of students scoring over 75 and 87.5% | |
| To reinforce laboratory topics and to engage students | Escape room-based procedure | Student-tracking statistics | No real engagement | Bad performance in general | |
| To motivate and engage students | Avatars, challenges, points, levels, progress, and leaderboards | Pre–post-exam, student-tracking statistics, and interviews | Higher engagement but short lasting | No differences between gamified and non-gamified groups | |
| To motivate and engage students and to review and practice theoretical knowledge | Avatars, points, levels, and missions | Tasks scores, forum comments, questionnaire responses, list resolution, quiz, and participation in debates | Remote activities were not mandatory and participation was lower than expected | Subjective and variable perception of learning in a reduced number of participants | |
| Theory concepts reminder | GameBook | Exercises performance | Low participation | Not assessed | |
| To learn biological vocabulary and to enhance motivation | Treasure hunt, photo quiz | Picture collection and photo quiz accuracy, student feedback survey | Higher engagement in hunt than in photo quiz activity | Feeling of having learned. Lower accuracy in photo quiz | |
| To review of core obstetrics and gynecology topics | Imaging quiz, points, and competition | Responses to quiz questions, assessment of proposal for case management, and post-session survey | 95% showed engagement | High feeling of having learned | |
| Development of clinical reasoning skills and to improve engagement | Serial cues, simulation, dice, and videoconference | Semi-structured interviews | Increased engagement | Feeling of improved clinical reasoning abilities | |
| To enhance medical knowledge | Simulation, videoconference | Pre- and post-test, and final survey | Limited engagement due to larger group size | Statistically significant knowledge gain |