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Investigación en Educación Médica

ISSN 2007-5057 (Print)
Investigación en Educación Médica
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2019, Number 32

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Inv Ed Med 2019; 8 (32)

Gamification as a pedagogical tool for digital native medical students

Dorado MC, Chamosa SME
Full text How to cite this article

Language: Spanish
References: 10
Page: 61-68
PDF size: 591.08 Kb.


Key words:

Digital natives, education, gamification, Medicine.

ABSTRACT

Introduction: Education has had to adapt to the new environment of students, understood as digital natives. The previous due to the technological changes that have been observed in the last decades. One of the strategies that is currently present is the Gamification (own strategies of video games in support of learning)
Method: A deductive method was used, with a quantitative methodology through the application of a test.
Results: 54% of students surveyed said they have Internet access at home. 46% use the data of their mobile telephony systems, and 0% resort to public or paid business options. 25% use Internet less than 14 hours a week, 53% between 15 and 30 hours and 22% more than 31 hours a week. The teacher population interviewed was composed of 60% women and 40% men. 45% of teachers interviewed would agree to be trained through peer counseling. Another 45% would like to take courses during vacations. Finally, 9% would like to train online.
Conclusions: According to the results obtained during the test, it is feasible to include in the School of Medicine (Justo Sierra University) the use of Gamification resources.


REFERENCES

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  2. Blevins AE, Kiscaden E, Bengtson J. Courting Apocalypse: Creating a Zombie-Themed Evidence-Based Medicine Game. Medical Reference Services Quarterly. 2017;36(4):313-22. DOI: 10.1080/02763869.2017.1369239

  3. Prensky M. Digital natives, digital immigrants. On the Horizon. 2001;9(5):1-6.

  4. Gardner H, Davis K. La Generación App. Cómo los jóvenes gestionan su identidad, su privacidad y su imaginación en el mundo digital. México: Paidós; 2014.

  5. De Barba G. 7 características de la generación Z. Entrepreneur; 2016. Disponible en: https://www.entrepreneur.com/ article/268023

  6. Teixes F. Gamificación: fundamentos y aplicaciones. Barcelona: Editorial UOC; 2014.

  7. Hamari JK. Does gamification work? –a literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences (págs. 3025-34). Hawaii: IEEE; 2014.

  8. University of Washington. Fold-it. Obtenido de solve puzzles for science; 2010. Disponible en: https://fold.it/

  9. Zhang X, Lee H, Rodriguez C, et al. Trapped as a Group, Escape as a Team: Applying Gamification to Incorporate Team-building Skills Through an ‘Escape Room’ Experience. Cureus. March 2018;10(3):e2256. DOI 10.7759/ cureus.2256

  10. Tomaselli PJ, Papanagnou D, Karademos JE, et al. Gamification of Hospital Utilization: Incorporating Cost-consciousness in Daily Practices. Cureus. August 03 2018;10(8):e3094. DOI 10.7759/cureus.3094




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Inv Ed Med. 2019;8