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Título: Taking the pulse of a classroom with a gamified audience response system
Fecha de publicación: 13-oct-2021
Editorial: Elsevier
Cita bibliográfica: Computer Methods and Programs in Biomedicine, 213 (2022) 106459
ISSN: Print: 0169-2607
Electronic: 1872-7565
Palabras clave: E-learning
Human anatomy
Gamified audience response system
Heart rate variations
Experiment
Resumen: 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.
Autor/es principal/es: López-Jiménez, Juan José
Fernández-Alemán, José Luis
López González, Laura
González Sequeros, Ofelia
Moros Valle, Begoña
García-Berná, José Alberto
Idri, Ali
Toval, Ambrosio
Forma parte de: BIZDEVOPS-Global (RTI2018-098309-B-C33)
Versión del editor: https://www.sciencedirect.com/science/article/pii/S0169260721005332?via%3Dihub
URI: http://hdl.handle.net/10201/149260
DOI: https://doi.org/10.1016/j.cmpb.2021.106459
Tipo de documento: info:eu-repo/semantics/article
Número páginas / Extensión: 30
Derechos: info:eu-repo/semantics/openAccess
Attribution-NonCommercial-NoDerivatives 4.0 Internacional
Descripción: © 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
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