Design and Effect of Neurosurgical Educational Software Using Gamification on Students' Learning and Motivation

Gamification is an innovative learning approach that, when combined with technology, aligns well with students' preferences. Recognizing the necessity of employing effective educational methods in surgical team training, this study aims to examine the impact of gamification-based educational so...

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Bibliographic Details
Published inJournal of advances in medical education & professionalism Vol. 12; no. 3; pp. 189 - 198
Main Authors Hannani, Sedigheh, Salehi, Mahdieh, Amiri, Fardin, Ali Azadi, Nemam
Format Journal Article
LanguageEnglish
Published Iran Shiraz University of Medical Sciences 01.07.2024
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Summary:Gamification is an innovative learning approach that, when combined with technology, aligns well with students' preferences. Recognizing the necessity of employing effective educational methods in surgical team training, this study aims to examine the impact of gamification-based educational software on students' learning and motivation in the surgical technology field. This study was conducted as a quasi-experimental single-group pre-and post-test design in Iran in 2023. The study sample comprised 40 undergraduate students majoring in surgical technology, selected through a census method. The educational software is designed according to the nine principles of the model of Karl Kapp and Sharon Buller, using the mechanics, dynamics and aesthetics (MDA) framework. After implementation, the software's impact on students' learning and motivation was assessed. The students' learning levels before and after using the educational software were evaluated using a multiple-choice test. To measure students' motivation, a researcher-developed questionnaire was utilized.  The Shapiro-Wilk test was used to check the normality of the distribution of the studied variables. Through SPSS version 26, descriptive statistics such as frequency, percentage, mean, and standard deviation were analyzed along with inferential statistics, including paired t-tests. Among the participants, 55% were female, and the sample had a mean age of 22.30±0.99 years. A significant difference was observed between the mean learning scores before and after using the educational software (10.43±4.38 vs. 21±4.11, p < 0.001). The motivation level of the students showed a significant increase. Based on the results of this study, gamification-based software has led to improved learning and increased motivation among students in surgical technology.
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ISSN:2322-2220
2322-3561
DOI:10.30476/JAMP.2024.101115.1917