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      ¿Qué tecnología escojo para mi clase? Percepción de estudiantes de medicina sobre clickersy Kahoot Translated title: What type of technology do I choose for my class? Perception of medical students about clickers and Kahoot

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          Abstract

          Introducción: Las nuevas generaciones de estudiantes y las distintas problemáticas de las asignaturas instan a modificar las actividades formativas hacia nuevas formas utilizando tecnologías de la información y la comunicación. Objetivo: Identificar la opinión de los alumnos de primer y segundo año de la carrera de medicina, Universidad de Valparaíso, respecto del uso de un sistema inalámbrico de respuesta (clicker) y Kahoot en el aula. Sujetos y métodos: Estudio cualitativo, fenomenológico. Para la producción de información se realizaron 2 grupos focales con un total de 18 participantes, los cuales se transcribieron según el principio de verbatim. El análisis utilizado fue de contenido. Se efectuó triangulación de la información con técnica de investigadores. Resultados: El uso de clickersy Kahoot se ha valorado positivamente. Se produjo información acerca de las ventajas e inconvenientes de cada una de las tecnologías. Ambas logran focalizar la atención de los estudiantes y aumentan su sensación de disfrute, aprendizaje y calidad de vida al ser estrategias de gamificación. Conclusión: Ambas estrategias tienen la potencialidad de modificar favorablemente los ambientes del aula, con ventajas y limitaciones que deben ser conocidas por los docentes. Es relevante insertarlas dentro de estrategias educativas coherentes para potenciar los procesos de enseñanza-aprendizaje.

          Translated abstract

          Introduction: The new generations of students and different issues related to class subjects have driven us to modify our educational activities towards new strategies using information and communications technology (ICT) in the classroom. Aim: To identify the undergraduate students' opinion in first and second year of medicine at the Universidad de Valparaíso, Chile, regarding the use of clickers and Kahoot in the classroom. Subjects and methods: Qualitative and phenomenological research. In order to gather information two focus groups were organised with a total of 18 participants, the answers from the interview were transcribed using the verbatim principle. The study used a content analysis and triangulation method. Results: The use of ICT in the classroom has been considered positive. The research found information regarding the advantages and disadvantages of the use of clickers and Kahoot. Both types of technology were able to keep the students' attention, increasing the sense of enjoyment of the lesson, learning and quality of life as they are using games as a teaching strategy. Conclusion: Both strategies have the potential to modify the classroom environment in a positive manner, with advantages and limitations that should be known by educators. It is relevant to insert them into coherent educational strategies to improve the learning-teaching processes.

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          Most cited references13

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          Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

          This editorial provides a behavioral science view on gamification and health behavior change, describes its principles and mechanisms, and reviews some of the evidence for its efficacy. Furthermore, this editorial explores the relation between gamification and behavior change frameworks used in the health sciences and shows how gamification principles are closely related to principles that have been proven to work in health behavior change technology. Finally, this editorial provides criteria that can be used to assess when gamification provides a potentially promising framework for digital health interventions.
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            A meta-analysis of the effects of audience response systems (clicker-based technologies) on cognition and affect

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              Using Kahoot! as a formative assessment tool in medical education: a phenomenological study

              Background Gamification is an increasingly common phenomenon in education. It is a technique to facilitate formative assessment and to promote student learning. It has been shown to be more effective than traditional methods. This phenomenological study was conducted to explore the advantages of gamification through the use of the Kahoot! platform for formative assessment in medical education. Methods This study employed a phenomenological design. Five focus groups were conducted with medical students who had participated in several Kahoot! sessions. Results Thirty-six categories and nine sub-themes emerged from the focus group discussions. They were grouped into three themes: attractive learning tool, learning guidance and source of motivation. Conclusions The results suggest that Kahoot! sessions motivate students to study, to determine the subject matter that needs to be studied and to be aware of what they have learned. Thus, the platform is a promising tool for formative assessment in medical education. Electronic supplementary material The online version of this article (10.1186/s12909-019-1658-z) contains supplementary material, which is available to authorized users.
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                Author and article information

                Journal
                fem
                FEM: Revista de la Fundación Educación Médica
                FEM (Ed. impresa)
                Fundación Educación Médica y Viguera Editores, S.L. (Barcelona, Barcelona, Spain )
                2014-9832
                2014-9840
                2020
                : 23
                : 3
                : 111-115
                Affiliations
                [2] Viña del Mar Valparaíso orgnameUniversidad de Valparaíso orgdiv1Facultad de Odontología orgdiv2Cátedra de Periodoncia Chile
                [1] Viña del Mar Valparaíso orgnameUniversidad de Valparaíso orgdiv1Escuela de Medicina orgdiv2Departamento de Salud Pública Chile
                Article
                S2014-98322020000300003 S2014-9832(20)02300300003
                7379a8df-c94a-4c49-b19d-44294b74a3ab

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

                History
                : 08 November 2019
                : 13 November 2019
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 15, Pages: 5
                Product

                SciELO Spain

                Categories
                Originales

                Clickers,Educación de pregrado en medicina,Kahoot,Tecnología de la información y la comunicación,Information and communications technology,Undergraduate medical education

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