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dc.contributor.authorLópez-Jiménez, Juan José-
dc.contributor.authorFernández-Alemán, José Luis-
dc.contributor.authorLópez González, Laura-
dc.contributor.authorGonzález Sequeros, Ofelia-
dc.contributor.authorMoros Valle, Begoña-
dc.contributor.authorGarcía-Berná, José Alberto-
dc.contributor.authorIdri, Ali-
dc.contributor.authorToval, Ambrosio-
dc.date.accessioned2025-01-24T08:53:40Z-
dc.date.available2025-01-24T08:53:40Z-
dc.date.issued2021-10-13-
dc.identifier.citationComputer Methods and Programs in Biomedicine, 213 (2022) 106459es
dc.identifier.issnPrint: 0169-2607-
dc.identifier.issnElectronic: 1872-7565-
dc.identifier.urihttp://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.abstractBackground 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.formatapplication/pdfes
dc.format.extent30es
dc.languageenges
dc.publisherElsevieres
dc.relationThis 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.ispartofBIZDEVOPS-Global (RTI2018-098309-B-C33)es
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectE-learninges
dc.subjectHuman anatomyes
dc.subjectGamified audience response systemes
dc.subjectHeart rate variationses
dc.subjectExperimentes
dc.titleTaking the pulse of a classroom with a gamified audience response systemes
dc.typeinfo:eu-repo/semantics/articlees
dc.relation.publisherversionhttps://www.sciencedirect.com/science/article/pii/S0169260721005332?via%3Dihubes
dc.identifier.doihttps://doi.org/10.1016/j.cmpb.2021.106459-
dc.contributor.departmentInformática y Sistemas-
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