Taking University Teaching In Health Sciences To Secondary Education Students By Gamification

11TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2018)(2018)

Cited 0|Views4
No score
Abstract
Introduction/Background:The use of new technologies and learning methodologies is becoming increasingly necessary in teaching. One teaching methodology that we used is gamification. With mobile devices and applications like Socrative, this instrument allows students to participate in class, managed by asking multi-option questionnaires. This teaching methodology enables the level of student knowledge to be known before and after performing the teaching activity.Organising collaboration activities and Health Sciences workshops/seminars by university teachers with secondary education students is interesting for these students as they allow them to come into contact with the contents taught in areas which they are being prepared for in order to become future university students. Hence the interest in approaching Health Sciences contents and knowing levels of knowledge before and after running workshops/seminars by active learning technologies in class, such as gamification.Objectives:Take the university domain to secondary education students with Health Sciences workshops/seminars. Identify the level of secondary education students knowledge about the subject taught using new education methodologies, such as gamification, and their degree of satisfaction with these activities.Method:A quanti-qualitative study conducted about the year-1 secondary education students registered for the Applied Anatomy subject with a practical seminar on hearing health and care given by some university teachers from the Albacete Nursing Faculty at the Universidad de Castilla-La Mancha (Spain).A workshop/seminar took place with the students registered for the Applied Anatomy subject of the Ramon y Cajal Secondary School in Albacete. When the workshop/seminar began, the students individually answered a questionnaire with their mobile devices by applying Socrative. At the end, they again answered the questionnaire with this application by amending the order of their responses. The teacher acted as a guide during the procedure.Results:Of the 14 participants, 57.0% were male. Their percentage of right answers to the hearing health and care questions answered by Socrative was 52.9%, which increased to 77.1% after the workshop/seminar. Statistically significant differences were found in the percentages of right answers before and after this application (p<0.01). The degree of student satisfaction after the seminar was high (8.2 +/- 0.7 points).Conclusions:Secondary education students level of hearing health knowledge significantly improved after the seminar/workshop. Approaching novel instruments based on new learning methodologies, such as gamification via Socrative, allowed teachers to manage participation and to identify student knowledge. Using this instrument resulted in to a high level of student satisfaction with the practical seminar.
More
Translated text
Key words
Health Sciences, University, Secondary Education, Seminar, Gamification, Hearing Health, Care
AI Read Science
Must-Reading Tree
Example
Generate MRT to find the research sequence of this paper
Chat Paper
Summary is being generated by the instructions you defined