| Literature DB >> 35572251 |
Manuel Arias-Calderón1, Javiera Castro1, Silvina Gayol1.
Abstract
The COVID-19 pandemic has enforced social isolation in many countries worldwide, which forced teachers at all levels of education, including the university context, to adapt new teaching strategies. This study presents a method developed in this regard, that is, serious games were used as a complement to synchronous online classes to ensure the continuity of pedagogical activities in a physiology course at Universidad Andrés Bello, Chile. Using serious games is a strategy in the field of gamification, which is a commonly used learning strategy for online teaching as necessitated by COVID-19. This study is quantitative in nature and conducted a questionnaire survey on 108 second-year undergraduate nursing students to determine their perception about this innovation. The results demonstrate that the students well valued the proposed pedagogical innovative model in terms of motivation and engagement. Moreover, they reported that the model can serve as a meaningful learning experience. These perceptions suggest that the model is an efficient strategy for implementing the physiology curricula in the context of online teaching. Moreover, the results imply that the model should be applied to other courses and disciplines in the undergraduate program and provide support that it is a valid strategy for face-to-face teaching. Lastly, the finding points to the potential of the model to be explored as a learning strategy in the age of education post-COVID-19.Entities:
Keywords: active learning; education innovation; engagement; gamification; serious games; student motivation
Year: 2022 PMID: 35572251 PMCID: PMC9093592 DOI: 10.3389/fpsyg.2022.889975
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Percentage of responses to questions on attitudinal competencies.
| Questions | Strongly agree | Agree | Neither agree nor disagree | Disagree | Strongly disagree |
| Playing the serious games increased your motivation to study | 54.6% (59) | 33.3% (36) | 8.3% (9) | 3.7% (4) | 0.0% (0) |
| Serious games improve your engagement in the learning process | 63.0% (68) | 27.8% (30) | 8.3% (9) | 0.9% (1) | 0.0% (0) |
| Performing serious games improve your confidence in concepts learned | 60.2% (65) | 25.9% (28) | 7.4% (8) | 5.6% (6) | 0.9% (1) |
Percentage of responses to questions on self-efficacy.
| Questions | Strongly agree | Agree | Neither agree nor disagree | Disagree | Strongly disagree |
| Playing the serious games improves your concentration during self-study | 44.4% (48) | 33.3% (36) | 18.5% (20) | 2.8% (3) | 0.9% (1) |
| Performing serious game activities optimize personal study time | 55.6% (60) | 26.9% (29) | 13.9% (15) | 1.9% (2) | 1.9% (2) |
| Your concentration and class attention improves by performing serious game activities | 42.6% (46) | 31.5% (34) | 19.4% (21) | 2.8% (3) | 3.7% (4) |
Percentage of responses to questions on academic performance.
| Questions | Strongly agree | Agree | Neither agree nor disagree | Disagree | Strongly disagree |
| Playing the serious games improves the learning of the associated concepts | 59.3% (64) | 31.5% (34) | 8.3% (9) | 0.9% (1) | 0.0% (0) |
| Performing serious games facilitates doing seminar activities | 36.1% (39) | 24.1% (26) | 27.8% (30) | 11.1% (12) | 0.9% (1) |
| Performing serious games facilitates study for weekly assessments | 32.4% (35) | 25.0% (27) | 29.6% (32) | 11.1% (12) | 1.9% (2) |
| Performing serious games facilitates study for final assessment | 40.7% (4) | 32.4% (35) | 13.9% (15) | 7.4% (8) | 5.6% (6) |
| Performing serious game activities was a significant learning experience | 60.2% (65) | 25.0% (27) | 13.9% (15) | 0.0% (0) | 0.9% (1) |
| Do you feel well prepared for unit assessment by performing serious games | 44.4% (48) | 29.6% (32) | 14.8% (16) | 8.3% (9) | 2.8% (3) |
Percentage of responses to questions on the perception of students about the future impact of the model.
| Questions | Strongly agree | Agree | Neither agree nor disagree | Disagree | Strongly disagree |
| Other lectures would be more significant if they used serious game activities | 67.6% (73) | 24.1% (26) | 6.5% (7) | 0.9% (1) | 0.9% (1) |
| The serious game activities will be useful in a face-to-face lecture mode | 80.6% (87) | 13.0% (14) | 3.7% (4) | 1.9% (2) | 0.9% (1) |
| Using serious game activities in all units of the lecture will improve students’ performance | 80.6% (87) | 13.9% (15) | 4.6% (5) | 0.0% (0) | 0.9% (1) |