| Literature DB >> 35036045 |
Taylor Willis1, Victoria Bryant1.
Abstract
The role of gamification and active learning has been common topics of conversation in higher education for many years. These learning tools have been correlated with a multitude of positive effects, including increased student engagement, collaboration, and motivation to learn. This article explores the role of gamification and active learning in a virtual setting using a gamified Harry Potter-themed final examination review session for first-year osteopathic medical students. We also discuss how gamification can be used to improve the connectivity and wellness of students as they attend classes almost entirely online during the COVID-19 global pandemic. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s40670-022-01501-4.Entities:
Keywords: Active learning; Examination preparation and reviews; Gamification; Harry Potter; Virtual medical education; Wellness activities
Year: 2022 PMID: 35036045 PMCID: PMC8752117 DOI: 10.1007/s40670-022-01501-4
Source DB: PubMed Journal: Med Sci Educ ISSN: 2156-8650
Classroom Information: Attendance rates, average house points per student and number of lecture hours per discipline in the course
| Event | No. of students attended | Percentage of students (out of 160) | Percentage of students (out of 77) | Average House Points gained per participating student | No. of NMSK lecture hours per discipline |
|---|---|---|---|---|---|
| Potions (biochemistry) | 54 | 34% | 70% | 64 | 11 |
| Physiology of Magic (physiology) | 52 | 33% | 68% | 32 | 21 |
| Care of Magical Creatures (clinical) | 48 | 30% | 62% | 19 | 27 |
| The Dark Arts (pathology) | 60 | 38% | 78% | 60 | 17 |
| Fantastic Bugs and Where to Find Them (microbiology) | 52 | 33% | 68% | 43 | 12 |
| Defense Against the Dark Arts (immunology) | 34 | 21% | 44% | 70 | 3.5 |
Student survey results for wellness and connectivity
| Student Survey Questions | Strongly agree | Agree | Neutral | Disagree | Strongly disagree |
|---|---|---|---|---|---|
| I felt more connected to the faculty | 54% (N = 14) | 27% (N = 7) | 15% (N = 4) | 4% (N = 1) | 0% (N = 0) |
| I felt more connected to the other students | 33% (N = 9) | 44% (N = 12) | 15% (N = 4) | 7% (N = 2) | 0% (N = 0) |
| I felt a decrease in my stress level | 30% (N = 8) | 44% (N = 12) | 15% (N = 4) | 11% (N = 3) | 0% (N = 0) |
Student Survey Results of Individual Classrooms
| Classrooms | Survey Questions | Strongly agree | Agree | Neutral | Disagree | Strongly disagree |
|---|---|---|---|---|---|---|
| Care of Magical Creatures (clinical) | It was an enjoyable experience | 42% (N = 10) | 38% (N = 9) | 17% (N = 4) | 4% (N = 1) | 0% (N = 0) |
| The academic content was appropriate | 54% (N = 13) | 38% (N = 9) | 8% (N = 2) | 0% (N = 0) | 0% (N = 0) | |
| It was creative | 50% (N = 12) | 38% (N = 9) | 4% (N = 1) | 8% (N = 2) | 0% (N = 0) | |
| It utilized active learning | 46% (N = 11) | 46% (N = 11) | 8% (N = 2) | 0% (N = 0) | 0% (N = 0) | |
| Fantastic Bugs and Where to Find Them (microbiology) | It was an enjoyable experience | 48% (N = 11) | 52% (N = 12) | 0% (N = 0) | 0% (N = 0) | 0% (N = 0) |
| The academic content was appropriate | 52% (N = 12) | 48% (N = 11) | 0% (N = 0) | 0% (N = 0) | 0% (N = 0) | |
| It was creative | 48% (N = 11) | 48% (N = 11) | 4% (N = 1) | 0% (N = 0) | 0% (N = 0) | |
| It utilized active learning | 48% (N = 11) | 48% (N = 11) | 4% (N = 1) | 0% (N = 0) | 0% (N = 0) | |
| Physiology of Magic (physiology) | It was an enjoyable experience | 58% (N = 11) | 37% (N = 7) | 0% (N = 0) | 5% (N = 1) | 0% (N = 0) |
| The academic content was appropriate | 53% (N = 10) | 42% (N = 8) | 0% (N = 0) | 5% (N = 1) | 0% (N = 0) | |
| It was creative | 53% (N = 10) | 42% (N = 8) | 0% (N = 0) | 5% (N = 1) | 0% (N = 0) | |
| It utilized active learning | 63% (N = 12) | 32% (N = 6) | 5% (N = 1) | 0% (N = 0) | 0% (N = 0) | |
| The Dark Arts (pathology) | It was an enjoyable experience | 56% (N = 14) | 40% (N = 10) | 4% (N = 1) | 0% (N = 0) | 0% (N = 0) |
| The academic content was appropriate | 60% (N = 15) | 40% (N = 10) | 0% (N = 0) | 0% (N = 0) | 0% (N = 0) | |
| It was creative | 64% (N = 16) | 32% (N = 8) | 4% (N = 1) | 0% (N = 0) | 0% (N = 0) | |
| It utilized active learning | 68% (N = 17) | 28% (N = 7) | 4% (N = 1) | 0% (N = 0) | 0% (N = 0) | |
| Potions (biochemistry) | It was an enjoyable experience | 37% (N = 7) | 58% (N = 11) | 0% (N = 0) | 5% (N = 1) | 0% (N = 0) |
| The academic content was appropriate | 42% (N = 8) | 53% (N = 10) | 5% (N = 1) | 0% (N = 0) | 0% (N = 0) | |
| It was creative | 37% (N = 7) | 47% (N = 9) | 16% (N = 3) | 0% (N = 0) | 0% (N = 0) | |
| It utilized active learning | 47% (N = 9) | 53% (N = 10) | 0% (N = 0) | 0% (N = 0) | 0% (N = 0) | |
| Defense Against the Dark Arts (immunology) | It was an enjoyable experience | 53% (N = 8) | 13% (N = 2) | 13% (N = 2) | 13% (N = 2) | 7% (N = 1) |
| The academic content was appropriate | 40% (N = 6) | 13% (N = 2) | 27% (N = 4) | 13% (N = 2) | 7% (N = 1) | |
| It was creative | 60% (N = 9) | 27% (N = 4) | 0% (N = 0) | 7% (N = 1) | 7% (N = 1) | |
| It utilized active learning | 53% (N = 8) | 20% (N = 3) | 13% (N = 2) | 0% (N = 0) | 13% (N = 2) |