Taking the pulse of a classroom with a gamified audience response system. (January 2022)
- Record Type:
- Journal Article
- Title:
- Taking the pulse of a classroom with a gamified audience response system. (January 2022)
- Main Title:
- Taking the pulse of a classroom with a gamified audience response system
- Authors:
- López-Jiménez, Juan J.
Fernández-Alemán, José L.
González, Laura López
Sequeros, Ofelia González
Valle, Begoña Moros
García-Berná, José A.
Idri, Ali
Toval, Ambrosio - Abstract:
- Highlights: Gamified classroom response increase student's performance. Badge events in gamified classroom response system (CRS) produce heart rate increases. Students are satisfied using gamified CRS. 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 examHighlights: Gamified classroom response increase student's performance. Badge events in gamified classroom response system (CRS) produce heart rate increases. Students are satisfied using gamified CRS. 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. … (more)
- Is Part Of:
- Computer methods and programs in biomedicine. Volume 213(2022)
- Journal:
- Computer methods and programs in biomedicine
- Issue:
- Volume 213(2022)
- Issue Display:
- Volume 213, Issue 2022 (2022)
- Year:
- 2022
- Volume:
- 213
- Issue:
- 2022
- Issue Sort Value:
- 2022-0213-2022-0000
- Page Start:
- Page End:
- Publication Date:
- 2022-01
- Subjects:
- E-learning -- Human anatomy -- Gamified audience response system -- Heart rate variations -- Experiment
Medicine -- Computer programs -- Periodicals
Biology -- Computer programs -- Periodicals
Computers -- Periodicals
Medicine -- Periodicals
Médecine -- Logiciels -- Périodiques
Biologie -- Logiciels -- Périodiques
Biology -- Computer programs
Medicine -- Computer programs
Periodicals
Electronic journals
610.28 - Journal URLs:
- http://www.sciencedirect.com/science/journal/01692607 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.cmpb.2021.106459 ↗
- Languages:
- English
- ISSNs:
- 0169-2607
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.095000
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- 20045.xml