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Utilizing gamification effect through Kahoot in remote teaching of immunology: Medical students’ perceptions | ||
Journal of Advances in Medical Education & Professionalism | ||
دوره 10، شماره 3، مهر 2022، صفحه 156-162 اصل مقاله (734.98 K) | ||
نوع مقاله: Original Article | ||
شناسه دیجیتال (DOI): 10.30476/jamp.2022.93731.1548 | ||
نویسندگان | ||
JANARTHANI LOHITHARAJAH1؛ PUNITHALINGAM YOUHASAN* 2، 3 | ||
1Department of Pathophysiology, Faculty of Health-Care Sciences, Eastern University, Sri Lanka | ||
2Centre for Medical and Health Sciences Education, Faculty of Medical and Health Sciences, The University of Auckland, New Zealand | ||
3Department of Medical Education & Research, Faculty of Health-Care Sciences, Eastern University, Sri Lanka | ||
چکیده | ||
Introduction: Gamification of learning is a novel pedagogical approach in education, and Kahoot is one of the game-based learning platforms widely used for formative assessments in realtime. This study aimed to explore the medical students’ perception of using Kahoot in remote learning. Methods: The mixed-method study was carried out among 72 medical students (in third-year) at Eastern University, Sri Lanka, following a formative assessment on immunology conducted via zoom video conferencing and Kahoot. The students’ perception was collected through a google form, which consisted of 13 statements with a 5-point Likert scale and an open-ended question. Descriptive statistics and Mann-Whitney test were computed using SPSS ver. 25. A content analysis was employed to interpret the qualitative statements. Results: The participants’ age ranges from 23-28 years with male-female ratio of 1:1.57. The majority of the students felt happy (73.6%) while playing Kahoot remotely and recommended it (84.7%) for formative assessment in future. The participants agreed that Kahoot increased the focus, understanding of the subject, helped retain knowledge, motivated them to learn, provided fun during learning, and kept them active throughout. The majority of the participants agreed that Kahoot was an effective tool for distance learning. Internet connectivity and switching between two applications were identified as difficulties while playing remote mode Kahoot quizzes. Conclusion: The online gaming platform Kahoot has a positive impact on learning immunology. Kahoot maintains its fun and enjoyable nature and motivates students to learn during remote teaching of immunology. | ||
کلیدواژهها | ||
Gamification؛ Online learning؛ Formative feedback؛ Immunology؛ Medical education | ||
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