Anatomical Sciences Education, Journal Year: 2025, Volume and Issue: unknown
Published: Jan. 3, 2025
Abstract Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game‐based learning escape rooms, are emerging innovative effective methods. However, the effectiveness of these approaches, particularly areas anatomy, remains under‐researched. The aim this study was evaluate digital room anatomy first‐year students at Toulouse Veterinary School. It included interactive elements puzzles based on content. Participants were randomly assigned either an experimental group ( n = 81) that engaged with or control 81). Pre‐ post‐tests conducted score out 100 assess knowledge acquisition, participants' perception evaluated using questionnaire. When comparing difference between pre‐ post‐test scores, showed statistically significant p < 0.0001). post‐test, achieved higher test scores statistical significance 0.0001), indicating improved acquisition. questionnaire reported helped increase motivation interest learning. lowest student–teacher interaction indicates potential lack feedback support student progress. Digital rooms promising engaging tool for offering practicality, scalability, application across various disciplines studies.
Language: Английский
Citations
0Educación Médica, Journal Year: 2025, Volume and Issue: 26(3), P. 101018 - 101018
Published: Jan. 7, 2025
Citations
0Medical Education Online, Journal Year: 2025, Volume and Issue: 30(1)
Published: Feb. 14, 2025
Educational escape rooms (EERs) are gamified teaching and learning tools increasingly used in nursing education. This study aims to compare undergraduate students' gameful experiences (GEs) across three EER models: face-to-face, hybrid, online. A cross-sectional was conducted with 136 first-year students a Serbian programme. All models EERs had the same narrative, which included several topics from Fundamentals of Nursing course. Face-to-face hybrid were implemented faculty skills laboratories, while online model Zoom® platform. 2021/2022. 2022/2023 school year. Immediately after activity, Gameful Experience Scale (GAMEX) assessed GE six dimensions (Enjoyment, Absorption, Creative Thinking, Activation, Absence Negative Effects Dominance). solved puzzles allotted time 'escaped room.' Median face-to-face 39.2 (IQR = 2.1), 37.4 4.1), 37.2 3.5) minutes. By comparing models, significant differences found five GAMEX scale. Students enjoyed significantly more (p < 0.001) thought creatively 0.001), indicated higher levels activation dominance negative effect 0.001). In moderate these dimensions. can generate positive emotions effects, aligning goals as educational games. Further research is needed identify most effective for different areas
Language: Английский
Citations
0Journal of Radiology Nursing, Journal Year: 2025, Volume and Issue: unknown
Published: March 1, 2025
Language: Английский
Citations
0Interactive Learning Environments, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 14
Published: March 10, 2025
Language: Английский
Citations
0Nurse Education Today, Journal Year: 2025, Volume and Issue: unknown, P. 106745 - 106745
Published: April 1, 2025
Language: Английский
Citations
0Games for Health Journal, Journal Year: 2024, Volume and Issue: unknown
Published: Aug. 2, 2024
The primary goal of this meta-analysis is to explore the five factors knowledge, teamwork, learning satisfaction, anxiety, and interprofessional ability determine value escape rooms in medical education. Up January 2023, we searched ScienceDirect, Scopus, PubMed, Embase, Web Science, CNKI, Cochrane Library for pertinent works either English or Chinese. Risk Bias 2 (RoB 2) tool Newcastle–Ottawa Scale (NOS) were used assess quality studies. Subgroup sensitivity analyses statistical heterogeneity, I2 was measure it. Overall, had a more significant positive effect than traditional on knowledge (standardized mean difference [SMD]: 0.84; 95% confidence interval [CI]: 0.36–1.33), teamwork (SMD: 4.91; CI: 4.58–5.24), satisfaction (MD: 0.36; 0.08–0.64), 1.04, 0.81–1.27). Moreover, impact anxiety also effects −8.23, −11.64 −4.82). Escape affect students' ability, anxiety. findings study can be as evidence that effective method teaching improving active learning.
Language: Английский
Citations
3Currents in Pharmacy Teaching and Learning, Journal Year: 2024, Volume and Issue: 16(12), P. 102201 - 102201
Published: Sept. 17, 2024
Language: Английский
Citations
0Published: Dec. 12, 2024
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0Published: Dec. 12, 2024
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0