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Campo DC | Valor | Lengua/Idioma |
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dc.contributor.author | López-Jiménez, Juan José | - |
dc.contributor.author | Fernández-Alemán, José Luis | - |
dc.contributor.author | López González, Laura | - |
dc.contributor.author | González Sequeros, Ofelia | - |
dc.contributor.author | Moros Valle, Begoña | - |
dc.contributor.author | García-Berná, José Alberto | - |
dc.contributor.author | Idri, Ali | - |
dc.contributor.author | Toval, Ambrosio | - |
dc.date.accessioned | 2025-01-24T08:53:40Z | - |
dc.date.available | 2025-01-24T08:53:40Z | - |
dc.date.issued | 2021-10-13 | - |
dc.identifier.citation | Computer Methods and Programs in Biomedicine, 213 (2022) 106459 | es |
dc.identifier.issn | Print: 0169-2607 | - |
dc.identifier.issn | Electronic: 1872-7565 | - |
dc.identifier.uri | http://hdl.handle.net/10201/149260 | - |
dc.description | © 2021 University of Murcia. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/. This document is the Accepted version of a Published Work that appeared in final form in Computer Methods and Programs in Biomedicine. To access the final edited and published work see https://doi.org/10.1016/j.cmpb.2021.106459 | - |
dc.description.abstract | Background and objective: This paper presents an empirical study of a gamified mobile-based assessment approach that can be used to engage students and improve their educational performance. Method: A gamified audience response system called G-SIDRA was employed. Three gamification elements were used to motivate students in classroom activities: badges for achievements to increase engagement, points to indicate progression and performance in the subject and ranking for promoting competitiveness. A total of 90 medical students in a General and Descriptive Anatomy of the Locomotor System course were taught using G-SIDRA in the academic year 2019/2020. Smart bracelets were configured to collect heart rate measurements from 30 students with the aim of evaluating the impact of the gamification elements. The control group consisted of a sample of 110 students enrolled on the same course in the academic year 2016/2017 using non-gamified SIDRA. Results: Statistically significant differences were found between multiple choice questions (MCQ) scores obtained by using SIDRA and G-SIDRA in the four experiments (U = 1.621,50, p < 0,01 for Exp1; U = 1.950,00, p < 0,01 for Exp2; U = 955,00, p < 0,01 for Exp3; U = 2.335,00, p < 0,01 for Exp4). In the students’ final exam grades, statistically significant differences between students that used G-SIDRA as opposed to SIDRA (T(157) = 3.992; p = 0.044) were obtained. Concerning gamification elements, statistically significantly differences were found in comparing the pulse increases after and before the badge event in the four experiments (U = 2.484,00, p = 0,038 for Exp1; U = 2.109,50, p = 0,046 for Exp2; U = 1.790,50, p = 0,025 for Exp3; U = 1.557,0, p = 0,048 for Exp4). However, there are not statistically significant differences between the pulse increases after and before the ranking event in the four experiments. In a 5-point Likert-type scale, the students expressed satisfaction with G-SIDRA (M = 4.552) and thought the system helped to better understand both theoretical and practical concepts ( M = 4.092). Their global assessment of the G-SIDRA platform was 4.471. Conclusions: Of the three gamification elements used in the study, only badge has an effect on heart rate. Better student responses and academic performance were achieved when using G-SIDRA. Nevertheless, more research is required to evaluate the impact of the gamification elements on the motivation, engagement and performance of students. Physiological measures are promising approaches for gamification elements evaluation. | es |
dc.format | application/pdf | es |
dc.format.extent | 30 | es |
dc.language | eng | es |
dc.publisher | Elsevier | es |
dc.relation | This research is part of the BIZDEVOPS-GLOBAL-UMU (RTI2018-098309-B-C33) project, and the Network of Excellence in Software Quality and Sustainability (TIN2017-90689-REDT). All of them are supported by the Spanish Ministry of Science, Innovation and Universities and the European Regional Development Fund (ERDF). | es |
dc.relation.ispartof | BIZDEVOPS-Global (RTI2018-098309-B-C33) | es |
dc.rights | info:eu-repo/semantics/openAccess | es |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | E-learning | es |
dc.subject | Human anatomy | es |
dc.subject | Gamified audience response system | es |
dc.subject | Heart rate variations | es |
dc.subject | Experiment | es |
dc.title | Taking the pulse of a classroom with a gamified audience response system | es |
dc.type | info:eu-repo/semantics/article | es |
dc.relation.publisherversion | https://www.sciencedirect.com/science/article/pii/S0169260721005332?via%3Dihub | es |
dc.identifier.doi | https://doi.org/10.1016/j.cmpb.2021.106459 | - |
dc.contributor.department | Informática y Sistemas | - |
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TakingPulse.pdf | © [2022] Computer Methods and Programs in Biomedicine. Published by Elsevier. This is an Accepted Manuscript of an article published by Elsevier in Computer Methods and Programs in Biomedicine, available online: https://doi.org/10.1016/j.cmpb.2021.106459. | 1,03 MB | Adobe PDF | ![]() Visualizar/Abrir |
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