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      Aprendizaje basado en errores. Una propuesta como nueva estrategia didáctica Translated title: Error-based learning. A proposal as a new didactic strategy

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          Abstract

          Resumen Introducción: Este trabajo reúne información preliminar sobre un proyecto cuya hipótesis es que la inclusión de errores en algunos temas por parte del profesor induce a los alumnos a buscarlos, localizarlos, discutirlos y conocerlos, llevando a un mejor conocimiento de la asignatura y por tanto a adquirir las competencias que marca el Plan Bolonia. Métodos: El proyecto que se concibió para aplicar un método basado en el error, pero con potenciación mediante gamificación en cinco asignaturas de tres grados de la Universidad Complutense de Madrid. A causa de la pandemia COVID-19 se tuvieron que modificar algunos objetivos planificados al solicitar la concesión del proyecto, obteniéndose datos objetivos, muchos aun sin evaluar totalmente, de dos asignaturas. Un 10% de los temas explicados tenían errores. Se hicieron evaluaciones con la plataforma Kahoot! y mediante cuestionarios tipo test. Las preguntas tenían cuatro posibles respuestas, de las que solo una era cierta. Se realizaron además un examen parcial liberatorio y un examen final donde se ubicaron preguntas de los temas con errores y sin errores. Resultados. Aunque muchos datos están aún siendo evaluados estadísticamente para conocer el grado de contribución de los temas con errores respecto a sin errores, así como de la gamificación, los resultados sugieren una nota superior y del orden de un 8,2% en los temas con errores. Estas diferencias fueron mucho mayores en el caso de los alumnos de Farmacia (15%, p<0,05) que del Doble grado de Farmacia y Nutrición Humana y Dietética (-4,3%, no significativa). Los alumnos de Farmacia mostraron una nota final superior en relación con el curso anterior, aspecto que no aconteció con los del doble grado. La gamificación se consideró, particularmente efectiva en los alumnos de Farmacia como una iniciativa estimulante y válida. Conclusiones. La inclusión de errores en los temas incrementa la nota y el nivel de acierto, particularmente en aquellos alumnos que con una menor motivación para estudiar, permitiendo que un mayor número de personas logre un nivel más elevado de calificaciones. Se concluye además que un porcentaje elevado de alumnos señalan que en el caso de ser ellos el profesor aplicarían el mismo método para incentivar el aprendizaje basado en la gamificación.

          Translated abstract

          Abstract Introduction. This work gathers information about a project not yet completed which hypothesis is that the inclusion of errors, by the teacher, in some lessons induces students to search, find, discuss and know them, leading to a better knowledge of the subject and therefore, acquire the competencies set by the Bologna plan. Methods: A method based on error but enhanced by gamification in five subjects of three degrees of the Complutense University of Madrid was conseived. Due to the COVID-19 pandemic, some of the planned objectives set when applying for the funding of the project had to be modified. Having objective data, although part still has not been evaluated. A total of 10% of lessons with errors were introduced. Evaluations were conducted with the Kahoot! platform and through multiple choice questionnaires. The questions had four possible answers, of which only one was correct. In addition, partial and final examination were also carried out with questions about the lessons taught with errors and without errors. Results. Although many data are still being statistically evaluated to know the degree of contribution of the topics with errors vs. without errors, as well as gamification, the results suggest a higher score (8.2%) in the topics with errors. These differences were much greater in the case of Pharmacy students (15%, p <0.05) than in the Double degree of Pharmacy and Human Nutrition and Dietetics (-4.3%, not significant). Pharmacy students showed a higher final grade in relation to the previous year, an aspect that did not happen with the double degree students. Gamification was considered particularly effective in Pharmacy students as a stimulating and valid initiative. Conclusions: The errors inclusion in the topics increases the grade and the level of success, particularly in those students with less motivation to study, allowing a greater number of people to achieve a higher qualification level. It is also concluded that a large percentage of students indicate that if they were the teacher they would apply the same method to encourage learning based on gamification.

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          Developing a theory of gamified learning: linking serious games and gamification of learning

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            Theory-based strategies for teaching evidence-based practice to undergraduate health students: a systematic review

            Background Undergraduate students across health professions are required to be capable users of evidence in their clinical practice after graduation. Gaining the essential knowledge and clinical behaviors for evidence-based practice can be enhanced by theory-based strategies. Limited evidence exists on the effect of underpinning undergraduate EBP curricula with a theoretical framework to support EBP competence. A systematic review was conducted to determine the effectiveness of EBP teaching strategies for undergraduate students, with specific focus on efficacy of theory-based strategies. Methods This review critically appraised and synthesized evidence on the effectiveness of EBP theory-based teaching strategies specifically for undergraduate health students on long or short-term change in multiple outcomes, including but not limited to, EBP knowledge and attitudes. PubMed, CINAHL, Scopus, ProQuest Health, ERIC, The Campbell Collaboration, PsycINFO were searched for published studies and The New York Academy of Medicine, ProQuest Dissertations and Mednar were searched for unpublished studies. Two independent reviewers assessed studies using the Joanna Briggs Institute Meta-Analysis of Statistics Assessment and Review Instrument. Results Twenty-eight studies reporting EBP teaching strategies were initially selected for review with methodological quality ranging from low to high. Studies varied in course duration, timing of delivery, population and course content. Only five included papers reported alignment with, and detail of, one or more theoretical frameworks. Theories reported included Social Cognitive Theory (one study), Roger’s Diffusion of Innovation Theory (two studies) and Cognitive Apprenticeship Theory (one study). Cognitive Flexibility Theory and Cognitive Load Theory were discussed in two separate papers by the same authors. All but one study measured EBP knowledge. Mixed results were reported on EBP knowledge, attitudes and skills across the five studies. Conclusions EBP programs for undergraduate health students require consideration of multiple domains, including clinical behaviors, attitudes and cognitive learning processes; Interventions grounded in theory were found to have a small but positive effect on EBP attitudes. The most effective theory for developing and supporting EBP capability is not able to be determined by this review therefore additional rigorous research is required. Electronic supplementary material The online version of this article (10.1186/s12909-019-1698-4) contains supplementary material, which is available to authorized users.
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              The gamification of learning: a meta-analysis

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                Author and article information

                Journal
                jonnpr
                Journal of Negative and No Positive Results
                JONNPR
                Research and Science S.L. (Madrid, Madrid, Spain )
                2529-850X
                2021
                : 6
                : 8
                : 1049-1063
                Affiliations
                [1] Madrid Madrid orgnameUniversidad Complutense de Madrid orgdiv1Facultad de Farmacia orgdiv2Departamento de Nutrición y Ciencia de los Alimentos Spain
                [2] Madrid orgnameConsejo Superior de investigaciones Científicas orgdiv1Instituto de Ciencia y Tecnología de los Alimentos (ICTAN) orgdiv2Departamento de Nutrición y Metabolismo España
                Article
                S2529-850X2021000801049 S2529-850X(21)00600801049
                10.19230/jonnpr.4146
                6e3d4072-c6a7-41b6-8928-ce02b7124b3c

                This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

                History
                : 28 November 2020
                : 06 December 2020
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 22, Pages: 15
                Product

                SciELO Spain

                Categories
                Original

                education,gamification,nutrition,innovation,teaching strategy,nutrición,innovación,gamificación,estrategia docente,educación

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