| Literature DB >> 34831516 |
María Consuelo Sáiz-Manzanares1, Caroline Françoise Martin2, Laura Alonso-Martínez3, Leandro S Almeida4.
Abstract
Teaching in higher education in the 21st century is moving towards e-Learning or b-Learning teaching models. This situation has increased due to the SARS CoV-2 health crisis. Therefore, teaching-learning models must be based on the use of active methodologies that facilitate students' motivation to work in learning management systems (LMS). One of the most current resources is the digital game-based learning (DGBL) use, specifically in health sciences degrees (e.g., nursing). In this study, we worked with 225 third-year students of degrees in nursing (ND) and occupational therapy (OTD). The objectives were (1) to find out if there were significant differences between students who had worked with DGBL techniques vs. those who had not, and (2) to find out if there were significant differences depending on the type of degree (ND vs. OTD) regarding access to the LMS, learning outcomes and students' satisfaction with teachers' performance. A mixed-method research approach was applied. In the quantitative study, significant differences were found in the accesses to the LMS in favor of the groups that had worked with DGBL techniques. Significant differences were also found in ND students with respect to learning outcomes in the group that worked with DGBL. Regarding the results of the qualitative study, differences were found in the frequency of interaction and in the preference of DGBL activities depending on the type of degree. Further studies will investigate the possible causes of these differences.Entities:
Keywords: academic achievement; gamification; higher education; mixed methods; nursing; occupational therapy; self-regulated learning
Mesh:
Year: 2021 PMID: 34831516 PMCID: PMC8618151 DOI: 10.3390/ijerph182211757
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Process for the design and evaluation of gamification activities.
H5P resources, functionality and type of DGBL.
| Resource H5P | Functionality | Type of Serious Games |
|---|---|---|
| Accordion | It allows the teacher to create glossaries of key concepts. | conceptual fixation set |
| Agamotto | Allows the teacher to compare and explore a sequence of images interactively. A short explanatory text can be added for each image. | conceptual fixing and testing set |
| Branching Scenario | It allows the teacher to create dilemmas, personalized learning scenarios for different learning paces and other types of adaptive learning. | hypothetical-deductive games |
| Course Presentation | It allows the teacher in their presentations to add multiple choice questions, fill in the blanks, text and other types of interactions using only a web browser. | test sets |
| Crossword | It allows the teacher to create crossword puzzles | conceptual fixing and testing set |
| Dialog Cards | It allows the teacher to create learning resources made with images and concept matching in voice. | conceptual fixation set |
| Drag & Drop | It allows the teacher to create questions and enable answers that are checked by dragging the chosen adoption. | test sets |
| Drag the Words | It allows the teacher to create a text with blanks so that the user can drag the chosen answer. | test sets |
| Find images | It allows the teacher to create a set of images with common characteristics. | test sets |
| Find the words | It allows the teacher to create a grid with different keywords. | conceptual fixing set and testing sets |
| Interactive video | It allows the teacher to build interactive HTML5-based videos which makes it easy for the user to add multiple choice questions and fill in the blanks, pop-up text and other types of interactions in the videos using just a web browser. | simulation games |
| Questionnaire | It allows the teacher to create quizzes. | test sets |
| Memory Game | It allows the teacher to add their own images (and optional text) to a memory game. | |
| Multiple Choice | It allows the teacher to create multiple choice questions. | test sets |
| Speak the Words Set | It allows the teacher to create questions that students can answer by voice. | test sets |
| Timeline | It allows the creative teacher to create interactive timelines. | test sets |
| True/false questions | It allows the teacher to create true/false questions. | test sets |
| Virtual tours | It allows the teacher to create a virtual tour that can include questions, texts, interactions in 360 environments from a web browser. | simulation games |
Descriptive statistics in the sample of participants.
| Teaching Performance |
| Occupational Therapy Degree | Nursing Degree | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
| Men |
| Women |
| Men |
| Women | ||||||
| Mage | SDage | Mage | SDage | Mage | SDage | Mage | SDage | ||||||
| Course 2019–2020. Non-application of DGBL techniques | 107 | 8 | 21.63 | 1.77 | 38 | 22.42 | 2.25 | 5 | 21.40 | 0.89 | 56 | 23.54 | 6.30 |
| Course 2020–2021. | 118 | 7 | 21.57 | 0.79 | 45 | 22.64 | 4.72 | 7 | 25.71 | 7.39 | 59 | 23.44 | 5.51 |
Note: Mage = mean age; SDage = standard deviation age.
Questionnaire of General Satisfaction with the Training Activity [47].
| Items | Rating Scale | ||||
|---|---|---|---|---|---|
| (1) At the beginning of the course, your previous knowledge was at a level of | 1 | 2 | 3 | 4 | 5 |
| (2) At the end of the course, your knowledge is at a level of | 1 | 2 | 3 | 4 | 5 |
| (3) In your opinion, the objectives of the course have been clear. | 1 | 2 | 3 | 4 | 5 |
| (4) In your opinion, the concepts worked on in the course have been clear. | 1 | 2 | 3 | 4 | 5 |
| (5) In your opinion, the practices have helped in the understanding of the theoretical concepts. | 1 | 2 | 3 | 4 | 5 |
| (6) The feedback given by the teacher was quick and accurate. | 1 | 2 | 3 | 4 | 5 |
| (7) In your opinion, group work has been facilitated. | 1 | 2 | 3 | 4 | 5 |
| (8) In your opinion, all the contents specified in the teaching guide have been covered. | 1 | 2 | 3 | 4 | 5 |
| (9) In your opinion, the skills you have developed in this subject can increase your chances of finding a job. | 1 | 2 | 3 | 4 | 5 |
| (10) The expectations you had when you enrolled in this course have been fulfilled. | 1 | 2 | 3 | 4 | 5 |
| (11) In your opinion the procedure and evaluation criteria were clearly explained. | 1 | 2 | 3 | 4 | 5 |
| (12) In your opinion the different assessment tests (internships, project-based learning) facilitated learning | 1 | 2 | 3 | 4 | 5 |
| (13) In your opinion, the use of UBUVirtual as an online teaching platform has been | 1 | 2 | 3 | 4 | 5 |
| (14) In your opinion, the use of questionnaires to evaluate the development of each unit has facilitated the understanding of the unit. | 1 | 2 | 3 | 4 | 5 |
| (15) In your opinion, the difficulty of the subject is at a level of | 1 | 2 | 3 | 4 | 5 |
| (16) Your degree of satisfaction with the development of the practical activities was | 1 | 2 | 3 | 4 | 5 |
| (17) Your degree of satisfaction with the development of the course has been | 1 | 2 | 3 | 4 | 5 |
| (18) In your opinion, with respect to the rest of the subjects taken in the degree, you value this subject. | 1 | 2 | 3 | 4 | 5 |
| (19) Would you recommend this subject to your classmates from other courses? | 1 | 2 | 3 | 4 | 5 |
|
| |||||
| (20) Do you think it is convenient to change anything about the subject? Why? | |||||
| (21) In your opinion, which units of the current syllabus should be expanded? In theoretical or practical content? Why? | |||||
| (22) In your opinion, which units of the current syllabus should be reduced? In theoretical or practical content? Why? | |||||
Questionnaire of Satisfaction with the Gamification Activities (Sáiz-Manzanares, 2021) [48].
| Items | Rating Scale | ||||
|---|---|---|---|---|---|
| (1) The gamification activities have made it easier for me to understand the concepts. | 1 | 2 | 3 | 4 | 5 |
| Open answers | |||||
| (2) Which of the gamification materials have you found most useful for understanding the concepts? | |||||
| (3) What elements would you introduce or increase in the gamification materials? | |||||
| (4) Which of the gamification elements you would eliminate? Why? | |||||
Descriptive statistics and analysis of skewness and kurtosis in the Metacognitive Strategies Scale [42].
| Metacognitive Strategies Scale [ | M | SD | A | SEA | K | SEK | Score |
|---|---|---|---|---|---|---|---|
| Self-knowledge | 20.04 | 2.36 | −1.22 | 0.16 | 4.01 | 0.32 | 28 |
| Self-planning | 12.53 | 1.97 | −0.98 | 0.16 | 2.84 | 0.32 | 16 |
| Self-evaluation | 19.28 | 2.31 | −1.01 | 0.16 | 4.18 | 0.32 | 24 |
Note: M = mean; SD = standard deviation; A = skewness; SEA = standard error of skewness; K = kurtosis; SEK = standard error of kurtosis; Maximum score: indicates the maximum score that can be obtained in each of the subscales of the Metacognitive Strategies Scale [42].
One-factor fixed-effects ANOVA (DGBL use vs. non-use).
| Metacognitive Strategies Scale [ | Occupational Therapy Degree | Nursing Degree | df | F |
| η2 | ||
|---|---|---|---|---|---|---|---|---|
| Non-Use of DGBL | Using DGBL | Non-Use of DGBL | Using DGBL | |||||
| Degree | ||||||||
| Self-knowledge | 19.58 (3.21) | 19.71 (2.33) | 20.25 (0.72) | 20.42 (2.62) | (1,221) | 4.71 | 0.03 * | 0.02 |
| Self-planning | 12.50 (2.35) | 12.53 (2.26) | 12.50 (0.73) | 12.57 (2.26) | (1,221) | 0.04 | 0.95 | 0.00 |
| Self-assessment | 19.36 (3.29) | 19.28 (2.10) | 19.31 (0.52) | 19.19 (2.68) | (1,221) | 0.05 | 0.83 | 0.00 |
| Academic year | ||||||||
| Self-knowledge | (1,221) | 0.22 | 0.64 | 0.001 | ||||
| Self-planning | (1,221) | 0.32 | 0.86 | 0.000 | ||||
| Self-assessment | (1,221) | 0.10 | 0.75 | 0.000 | ||||
Note: DGBL = digital game-based learning; M = mean; SD = standard deviation; df = degrees of freedom; η2 = eta squared effect value; * p < 0.05.
One-factor fixed-effects ANOVA (use of DGBL vs. non-use) in the group of students of occupational therapy.
| Metacognitive Strategies Scale [ | Occupational Therapy Degree | df | F |
| η2 | |
|---|---|---|---|---|---|---|
| Non-Use of DGBL | Using DGBL | |||||
| Access in the LMS | 524.28 (231.66) | 929.12 (409.57) | (1,96) | 35.01 | 0.00 * | 0.27 |
| Average number of visits per day in the LMS | 8.32 (3.68) | 14.75 (6.50) | (1,96) | 35.01 | 0.00 * | 0.27 |
| Learning Outcomes | 8.90 (0.48) | 8.548 (1.42) | (1,96) | 2.60 | 0.11 | 0.03 |
| Satisfaction with teaching | 4.29 (0.28) | 4.24 (0.34) | (1,96) | 2.32 | 0.13 | 0.02 |
Note: LMS = learning management system; M = mean; SD = standard deviation; df = degrees of freedom; η2 = eta squared effect value; * p < 0.05.
ANOVA of a fixed effects factor (use of DGBL vs. non-use) in the group of nursing students.
| Metacognitive Strategies Scale [ | Nursing Degree | df | F |
| η2 | |
|---|---|---|---|---|---|---|
| Non-Use of DGBL | Using DGBL | |||||
| Access in the LMS | 700.49 (237.53) | 877.70 (241.83) | (1,125) | 17.32 | 0.00 * | 0.12 |
| Average number of visits per day in the LMS | 11.12 (3.78) | 13.93 (3.84) | (1,125) | 17.32 | 0.00 * | 0.12 |
| Learning Outcomes | 9.94 (0.30) | 9.56 (0.72) | (1,125) | 15.19 | 0.00 * | 0.10 |
| Satisfaction with teaching | 4.14 (0.33) | 4.06 (0.40) | (1,96) | 1.28 | 0.26 | 0.01 |
Note: LMS = learning management system; M = mean; SD = standard deviation; df = degrees of freedom; η2 = eta squared effect value; * p < 0.05.
Frequencies and percentages in the categorized open-ended responses in bachelor’s degree students of occupational therapy and nursing.
| Questions | Categorization Code | Occupational Therapy Degree Answers | Nursing Degree | ||||
|---|---|---|---|---|---|---|---|
|
| Frequency | Percentage |
| Frequency | Percentage | ||
| All | 82 | 6 | 0.07 | 113 | 6 | 0.05% | |
| Crossword | 18 | 21.95% | 53 | 46.90% | |||
| True/false test | 58 | 70.73% | 54 | 47.78% | |||
| Question 3 | Multiple Choice | 21 | 0 | 0.00% | 8 | 2 | 25.00% |
| Relationship questions | 0 | 0.00% | 3 | 37.5% | |||
| Speak the Words Set | 15 | 71.42% | 1 | 12.5% | |||
| I would introduce more image play | 3 | 14.29% | 2 | 25.00% | |||
| More activities to work on concepts | 3 | 14.29% | 0 | 0.00% | |||
| Question 4 | Find the Words | 21 | 21 | 100% | 4 | 4 | 100% |
Percentages of feelings (positive, negative and neutral) in the answers to the open questions of the Survey of Satisfaction with the Gamification Activities [48].
| Feeling Type | Occupational Therapy Degree Answers | Nursing Degree Answers | ||
|---|---|---|---|---|
| Frequency | Percentage | Frequency | Percentage | |
| Negative | 206 | 68.90% | 177 | 59.20% |
| Neutral | 12 | 4.01% | 31 | 10.37% |
| Positive | 81 | 27.09% | 91 | 30.43% |
Figure 2Stacked bar of the interaction records of the occupational therapy students in the DGBL activities.
Figure 3Stacked bar of the interaction records of the students of the degree in nursing in the DGBL activities.