Search results for "gamification"

showing 10 items of 63 documents

Utilización de Kahoot! en las clases teóricas de Anatomía Patológica: mejorando la motivación e interacción en la docencia virtual

2021

[EN] Faced with the COVID-19 pandemic situation, education has had to adapt to online teaching, trying to preserve the essential student-teacher interaction. In this project we used the interactive tool Kahoot! in the theory lectures of Special Anatomical Pathology of the Degree in Medicine, which were fully taught online. The games consisted of questions about the lesson´s contents, to strengthen learning and self-evaluation. After playing Kahoot!, results were discussed to highlight important concepts and explain doubts. The perception of the students was evaluated through an online survey. The results indicate that using Kahoot! in the theory classes has been very satisfactory and has en…

Innovación educativaMotivationInteractionEvaluaciónAssessmentGamificationKahoot!GamificaciónInteracciónEducación superiorActive methodologiesEnseñanza superiorMotivaciónTecnologías y educaciónMetodologías activas
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Gamificación como herramienta docente aplicada a las tutorías de grupo en la Educación Superior

2019

[EN] Our general objective consists in using gamification as a teaching tool in order to get a higher level of students’ involvement in the tutorials, as well as, increasing the motivation to learn Pathophysiology in the Pharmacy Degree. Not all the students groups are uniform, and also the teachers have nonconscious prejudices for each group. Hence, every student group has its own idiosyncrasy. We have the hypothesis that the game can give us really valuable information to let us develop suitable teaching techniques to enhance the motivation for each particular group. Games offers a more relaxed scenario compared to master class or exam, therefore we can ask questions as a team contest tha…

Innovación educativaTutoríasMotivationActive learningTutorialsEducational innovationInnovación educacionalIntervención educacionalEducational interventionDocencia universitariaGamificationAprendizaje activoGamificaciónUniversity teachingEducación superiorEnseñanza superiorMotivaciónTecnologías y educación
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creación de relatos digitales no lineales como herramienta intercultural en el ámbito de la filología francesa

2021

Este artículo aborda la importancia de la gamificación como forma de innovación docente en contextos universitarios, concretamente en la docencia de lengua y literatura francesas, para nuestro alumnado nativo digital. La creación de serious games pueden incentivarlo, generando una participación activa en la materia y mejores resultados académicos. Concretamente, la creación de ficciones interactivas basadas en hipertextos a través de una herramienta bastante novedosa llamada Twine, nos ha llevado a realizar talleres en clase de TICE en el Grado de LML de la UV con asombrosos resultados. Vamos a analizarlos y a ofrecer ejemplos didácticos para implementar esta herramienta en el aula en conte…

Interactive fictionTwinePsychiatry and Mental healthNeuropsychology and Physiological PsychologyPhilologie françaiseLingüísticaFiction interactive:8- Lingüística y literatura::80 - Cuestiones generales relativas a la lingüística y literatura. Filología [CDU]Interactive fictionGamificationHumanitiesFrench fhilologyAnales de Filología Francesa
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Mental health service users' and professionals' relationship with games and gaming

2017

Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…

Internet privacyPsychological interventionHealth Informaticslcsh:Computer applications to medicine. Medical informaticsservice userMental health serviceMental healthcarepelillistäminenmielenterveysHealth Information Managementhealth professionalsgame-based interventionService userta518gamingtietokonepelithealth professionalOriginal Researchta113Health professionalsbusiness.industryHealth PolicyComputingMilieux_PERSONALCOMPUTINGta3141mental health servicesGamificationta3124Computer Science Applicationslcsh:R858-859.7mielenterveyspalvelutbusinessPsychologyverkkopelitdigitaaliset pelitDIGITAL HEALTH
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Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness

2015

This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …

Knowledge managementserious gameskoulutusteknologiamedia_common.quotation_subjectGame based learningeducational technologySchool teacherspelillistäminentechnology acceptanceOpenness to experienceta516gamificationadoptione-learningActual usemedia_commonta113Secondary levelVariablesbusiness.industryInformation technologyadoptiogame-based learninghyötypelitInformation and Communications TechnologybusinessPsychology
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Tangibot: A collaborative multiplayer game for pediatric patients

2019

[EN] Background Previous research has studied the effects of games in pediatric wards, but none of it has focused on the impact of the hospital¿s school staff on the psychosocial state of the children nor on the gameplay itself. Objectives To present the Tangibot application and evaluate its impact on the children¿s psychosocial state in the short term and the impact of the teacher on their psychosocial state, communications and coordination during the activity. Methods A study was conducted in a hospital classroom with 20 participants, who participated twice in the game: one with the teacher playing along and another without her. An observational scale was used by two evaluators in order t…

Male020205 medical informaticsmedia_common.quotation_subjecteducationApplied psychologyHealth Informatics02 engineering and technologyUser-Computer Interface03 medical and health sciencesChildren hospitalization0302 clinical medicineGame TheoryAffection0202 electrical engineering electronic engineering information engineeringmedicineHumansTime management030212 general & internal medicineMultiplayer gameCooperative BehaviorChildmedia_commonPediatric socializationCommunicationTeachingRehabilitationSocializationSocializationBoredomGamificationHospitalizationVideo GamesFeelingChild PreschoolFemaleObservational studymedicine.symptomPsychologyLENGUAJES Y SISTEMAS INFORMATICOSPsychosocialInternational Journal of Medical Informatics
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Spēļošana pašvadītu mācīšanās prasmju attīstībai 5. Klases skolēniem angļu valodas stundās

2022

Diplomdarba mērķis ir izpētīt, kādi spēļošanas elementi var palīdzēt attīstīt skolēnu pašvadītas mācīšanās prasmes 5. klases angļu valodas stundās, jo pašvadītas mācīšanās prasmes ir nozīmīgas skolēnu turpmākajai dzīvei. Turklāt iepriekšējā pētījumā autore atklāja, ka spēļošana ir efektīvs līdzeklis, lai saglabātu skolēnu interesi un motivāciju. Kā pētījuma metode tika izvēlēta gadījuma izpēte. Datu vākšanas metodes ietvēra anketu, autores pašnovērtējumu un angļu valodas stundu refleksijas, kā arī skolēnu atsauksmes. Attiecīgi tika konstatēts, ka skolēniem varētu trūkt konkrētas prasmes, kas veido pašvadītu mācīšanos. Tā kā katra skolēna mācīšanās vajadzības un vēlmes var atšķirties, skolot…

Pedagoģijaself-directed learningindependent language learnergamificationlearning strategiesEnglish lessons
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A case study on gamified interventions for team cohesion in factory work

2018

In this article, we aim to provide insights into the design and implementation of game elements for teamwork on the work floor and to study their effect. Inventing games to break monotonous jobs is a long-standing practice, yet conscious implementation of motivational elements of games at work is a recent phenomenon. Generally, gamification is used to enhance individual performance; it may be effective in enhancing teamwork as well. We developed game elements aimed at team cohesion and examined the effect of two gamified interventions (team performance feedback and personal profiles) on team cohesion in a factory. Results suggest that the interventions mainly raised attention toward the asp…

Performance feedbackTeamworklcsh:T58.5-58.64Social Psychologylcsh:Information technologyCommunicationmedia_common.quotation_subject05 social sciencesApplied psychologyPsychological interventionCohesion (computer science)team cohesionHuman-Computer Interaction0502 economics and business0501 psychology and cognitive sciencesgamificationfactory operatorsPsychology050203 business & management050107 human factorsapplied design researchmedia_common
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Resultados de un programa de educación postural, con una intervención gamificada vs intervención tradicional

2021

[Resumen] La metodología de enseñanza adoptada por el profesorado puede influir en los niveles de participación y aprendizaje del alumnado. El objetivo principal de este estudio fue comparar el efecto de dos programas de intervención de educación postural en función de la metodología utilizada. Un total de 36 estudiantes (19 niñas y 17 niños) de 1º de Educación Secundaria Obligatoria participaron en el estudio. En el primer programa de intervención se aplicó una metodología gamificada, mientras que en el segundo se empleó una metodología tradicional. Ambos programas de intervención se llevaron a cabo a lo largo de 6 sesiones. Se analizaron los contenidos teóricos a través de dos cuestionari…

Physical Education (secon dary)Posturamedia_common.quotation_subjectTeaching methodApplied psychologyPosturePhysical education (secondary)Session (web analytics)03 medical and health sciences0302 clinical medicinePerceptionIntervention (counseling)030212 general & internal medicineEducación físicamedia_commonEducación para la saludMotivation030229 sport sciencesGeneral MedicineGamificationTest (assessment)GamificaciónFeelingHealth educationScale (social sciences)MotivaciónEducational interventionsPsychology
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Corrigendum: Elena+ Care for COVID-19, a Pandemic Lifestyle Care Intervention: Intervention Design and Study Protocol

2021

Protocol (science)Coronavirus disease 2019 (COVID-19)business.industrycoronavirus-COVID-19Intervention designchatbotdigital healthPublic Health Environmental and Occupational HealthMental healthdigital coachingNursingIntervention (counseling)PandemicMedicineconversational agent (CA)gamificationPublic aspects of medicineRA1-1270businessFrontiers in Public Health
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