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Learning Gain using a game improve pharmacology knowledge in two transnational HE institutes

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Learning Gain using a game improve pharmacology knowledge in two transnational HE institutes

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dc.contributor.author Crawford, Russell es_ES
dc.date.accessioned 2019-09-16T07:25:52Z
dc.date.available 2019-09-16T07:25:52Z
dc.date.issued 2019-07-05
dc.identifier.isbn 9788490486610
dc.identifier.issn 2603-5871
dc.identifier.uri http://hdl.handle.net/10251/125720
dc.description.abstract [EN] Gamification in higher education has been shown to provide a diverse range of learning opportunities for higher education practitioners as well as students. Building on our research exploring the benefits of using a card-based, role-playing team game called “BrainceptTM” to aid pharmacology learning for medical students, we now test the reproducibility of our novel finding that this game leads to appreciable and sustained learning gains in medical students from two different higher education institutes. Here we present student feedback, thematic analysis and quantitative pre-and post-test data collected from students who played BrainceptTM. Our data shows that this style of gamified learning has a reproducible positive effect on student pharmacological knowledge as well as measurable learning gains post-game play in both cohorts of students leading us to conclude that gamification of pharmacology learning may be a pedagogically valuable transnational educational intervention. es_ES
dc.format.extent 8 es_ES
dc.language Inglés es_ES
dc.publisher Editorial Universitat Politècnica de València es_ES
dc.relation.ispartof HEAD'19. 5th International Conference on Higher Education Advances es_ES
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Higher Education es_ES
dc.subject Learning es_ES
dc.subject Educational systems es_ES
dc.subject Teaching es_ES
dc.subject Gamification es_ES
dc.subject Pedagogy es_ES
dc.subject Pharmacology es_ES
dc.subject Learning and teaching es_ES
dc.subject Confidence es_ES
dc.title Learning Gain using a game improve pharmacology knowledge in two transnational HE institutes es_ES
dc.type Capítulo de libro es_ES
dc.type Comunicación en congreso es_ES
dc.identifier.doi 10.4995/HEAD19.2019.9412
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Crawford, R. (2019). Learning Gain using a game improve pharmacology knowledge in two transnational HE institutes. En HEAD'19. 5th International Conference on Higher Education Advances. Editorial Universitat Politècnica de València. 1321-1328. https://doi.org/10.4995/HEAD19.2019.9412 es_ES
dc.description.accrualMethod OCS es_ES
dc.relation.conferencename Fifth International Conference on Higher Education Advances es_ES
dc.relation.conferencedate Junio 26-28, 2019 es_ES
dc.relation.conferenceplace València, Spain es_ES
dc.relation.publisherversion http://ocs.editorial.upv.es/index.php/HEAD/HEAD19/paper/view/9412 es_ES
dc.description.upvformatpinicio 1321 es_ES
dc.description.upvformatpfin 1328 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.relation.pasarela OCS\9412 es_ES


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