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© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience response system called SIDRA (Immediate Audience Response System in Spanish) and two audience response systems with gamification features, R-G-SIDRA (gamified SIDRA with ranking) and RB-G-SIDRA (gamified SIDRA with ranking and badges), were used in a General and Descriptive Human Anatomy course. Students participated in an empirical study. In the academic year 2019–2020, a total of 90 students used RB-G-SIDRA, 90 students employed R-G-SIDRA in the academic year 2018–2019, and 92 students used SIDRA in the academic year 2017–2018. Statistically significant differences were found between final exam grades obtained by using RB-G-SIDRA and SIDRA, U = 39.211 adjusted p = 0.001 and RB-G-SIDRA and R-G-SIDRA U = 31.157 adjusted p = 0.015, thus finding strong evidence with respect to the benefit of the badges used in RB-G-SIDRA. Moreover, in the students’ SIDRA systems scores, statistically significant differences were found between RB-G-SIDRA and SIDRA, U = −90.521 adjusted p < 0.001, and between R-G-SIDRA and SIDRA, U = −87.998 adjusted p < 0.001. Significant correlations between individual and team scores were also found in all of the tests in RB-G-SIDRA and G-SIDRA. The students expressed satisfaction, engagement, and motivation with SIDRA, R-G-SIDRA, and RB-G-SIDRA, thus obtaining a final average assessment of 4.28, 4.61, and 4.47 out of 5, respectively. Students perform better academically with gamified versus non-gamified audience response systems. Findings can be used to build a gamified adaptive learning system.

Details

Title
Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies
Author
López-Jiménez, Juan J 1   VIAFID ORCID Logo  ; Fernández-Alemán, José L 1   VIAFID ORCID Logo  ; García-Berná, José A 1   VIAFID ORCID Logo  ; Laura López González 2 ; Ofelia González Sequeros 2 ; Joaquín Nicolás Ros 1   VIAFID ORCID Logo  ; Juan M Carrillo de Gea 1   VIAFID ORCID Logo  ; Idri, Ali 3 ; Ambrosio Toval 1   VIAFID ORCID Logo 

 Department of Informatics and System, Faculty of Computer Science, University of Murcia, 30100 Murcia, Spain; [email protected] (J.L.F.-A.); [email protected] (J.A.G.-B.); [email protected] (J.N.R.); [email protected] (J.M.C.d.G.); [email protected] (A.T.) 
 Department of Human Anatomy, Faculty of Medicine, University of Murcia, 30100 Murcia, Spain; [email protected] (L.L.G.); [email protected] (O.G.S.) 
 Software Project Management Research Team, ENSIAS, Mohammed V University in Rabat, Rabat 10000, Morocco; [email protected] 
First page
13210
Publication year
2021
Publication date
2021
Publisher
MDPI AG
ISSN
1661-7827
e-ISSN
1660-4601
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2612784963
Copyright
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.