Teaching in higher education in the 21st century is moving towards e-Learning or b-Learning teaching models. This situation has increased due to the SARS CoV-2 health crisis. Therefore, teaching-learning models must be based on the use of active methodologies that facilitate students' motivation to work in learning management systems (LMS). One of the most current resources is the digital game-based learning (DGBL) use, specifically in health sciences degrees (e.g., nursing). In this study, we worked with 225 third-year students of degrees in nursing (ND) and occupational therapy (OTD). The objectives were (1) to find out if there were significant differences between students who had worked with DGBL techniques vs. those who had not, and (2) to find out if there were significant differences depending on the type of degree (ND vs. OTD) regarding access to the LMS, learning outcomes and students' satisfaction with teachers' performance. A mixed-method research approach was applied. In the quantitative study, significant differences were found in the accesses to the LMS in favor of the groups that had worked with DGBL techniques. Significant differences were also found in ND students with respect to learning outcomes in the group that worked with DGBL. Regarding the results of the qualitative study, differences were found in the frequency of interaction and in the preference of DGBL activities depending on the type of degree. Further studies will investigate the possible causes of these differences.
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http://dx.doi.org/10.3390/ijerph182211757 | DOI Listing |
Games Health J
December 2024
Centro di Formazione e Simulazione Neonatale "NINA", U.O. Neonatologia, Dipartimento Materno-Infantile, AOUP, Pisa, Italy.
Behav Sci (Basel)
June 2024
Instituto de Informática, Universidade Federal do Rio Grande do Sul, Porto Alegre 90010-150, Brazil.
Sex differences have been a rarely addressed aspect in digital game-based learning (DGBL). Likewise, mixed results have been presented regarding the effects according to sex and the conditions that generate these effects. The present work studied the effects of a drill-and-practice mathematical game on primary students.
View Article and Find Full Text PDFHeliyon
January 2024
School of Educational Information Technology, South China Normal University, Guangzhou, China.
Recent years have seen a substantial rise in the number of children and teenagers surfing the Internet; however, not all use this resource responsibly. Digital etiquette, a core element of digital citizenship, contributes to proper Internet adoption and reduces inappropriate behavior in cyberspace. To protect children and teenagers from harm online, it is essential to familiarize them with digital etiquette literacy and codes of Internet conduct from an early age.
View Article and Find Full Text PDFInt J Environ Res Public Health
November 2021
Instituto de Educação, Campus de Gualtar, Universidade do Minho, Research Group CIEd, 4710-057 Braga, Portugal.
Teaching in higher education in the 21st century is moving towards e-Learning or b-Learning teaching models. This situation has increased due to the SARS CoV-2 health crisis. Therefore, teaching-learning models must be based on the use of active methodologies that facilitate students' motivation to work in learning management systems (LMS).
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!