Pettit Robin K, McCoy Lise, Kinney Marjorie, Schwartz Frederic N
A. T. Still University, School of Osteopathic Medicine in Arizona, 5850 E. Still Circle, Mesa, AZ, 85206, USA.
BMC Med Educ. 2015 May 22;15:92. doi: 10.1186/s12909-015-0373-7.
Higher education students have positive attitudes about the use of audience response systems (ARS), but even technology-enhanced lessons can become tiresome if the pedagogical approach is exactly the same with each implementation. Gamification is the notion that gaming mechanics can be applied to routine activities. In this study, TurningPoint (TP) ARS interactions were gamified and implemented in 22 large group medical microbiology lectures throughout an integrated year 1 osteopathic medical school curriculum.
A 32-item questionnaire was used to measure students' perceptions of the gamified TP interactions at the end of their first year. The survey instrument generated both Likert scale and open-ended response data that addressed game design and variety, engagement and learning features, use of TP questions after class, and any value of lecture capture technology for reviewing these interactive presentations. The Chi Square Test was used to analyze grouped responses to Likert scale questions. Responses to open-ended prompts were categorized using open-coding.
Ninety-one students out of 106 (86 %) responded to the survey. A significant majority of the respondents agreed or strongly agreed that the games were engaging, and an effective learning tool. The questionnaire investigated the degree to which specific features of these interactions were engaging (nine items) and promoted learning (seven items). The most highly ranked engagement aspects were peer competition and focus on the activity (tied for highest ranking), and the most highly ranked learning aspect was applying theoretical knowledge to clinical scenarios. Another notable item was the variety of interactions, which ranked in the top three in both the engagement and learning categories. Open-ended comments shed light on how students use TP questions for exam preparation, and revealed engaging and non-engaging attributes of these interactive sessions for students who review them via lecture capture.
Students clearly valued the engagement and learning aspects of gamified TP interactions. The overwhelming majority of students surveyed in this study were engaged by the variety of TP games, and gained an interest in microbiology. The methods described in this study may be useful for other educators wishing to expand the utility of ARS in their classrooms.
高等教育学生对使用课堂应答系统(ARS)持积极态度,但如果每次实施的教学方法完全相同,即使是技术增强型课程也可能变得枯燥乏味。游戏化是指将游戏机制应用于日常活动的理念。在本研究中,TurningPoint(TP)ARS互动被游戏化,并在一所整骨医学院第一年的综合课程中的22场大型医学微生物学讲座中实施。
使用一份32项的问卷在学生第一年结束时测量他们对游戏化TP互动的看法。该调查工具生成了李克特量表和开放式回答数据,涉及游戏设计与多样性、参与度与学习功能、课后对TP问题的使用,以及讲座录制技术对复习这些互动演示的任何价值。卡方检验用于分析对李克特量表问题的分组回答。对开放式提示的回答使用开放编码进行分类。
106名学生中有91名(86%)回复了调查。绝大多数受访者同意或强烈同意这些游戏很有吸引力,是一种有效的学习工具。问卷调查了这些互动的特定特征在多大程度上具有吸引力(9项)和促进学习(7项)。排名最高的参与度方面是同伴竞争和对活动的关注(并列最高排名),排名最高的学习方面是将理论知识应用于临床场景。另一个值得注意的项目是互动的多样性,在参与度和学习类别中均排名前三。开放式评论揭示了学生如何使用TP问题进行考试准备,并揭示了通过讲座录制复习这些互动课程的学生对这些互动课程的吸引人之处和不吸引人之处。
学生们显然重视游戏化TP互动的参与度和学习方面。本研究中接受调查的绝大多数学生被各种TP游戏所吸引,并对微生物学产生了兴趣。本研究中描述的方法可能对其他希望在课堂上扩展ARS效用的教育工作者有用。