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      Plataforma de Software Educativa Gamificada: Experiencia con Estudiantes de Anatomía de la Universidad de La Frontera Translated title: Gamified Educational Software Platform: Experience with Anatomy Students at Universidad de La Frontera

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          Abstract

          RESUMEN: La tecnología ha abierto la posibilidad de mejorar los entornos de aprendizaje. Sin embargo, en el ámbito de la educación médica, las herramientas que son utilizadas no entregan evidencias claras sobre si los estudiantes realmente están aprendiendo. Específicamente, en la enseñanza de la anatomía han surgido múltiples aplicaciones para satisfacer la necesidad de acceder a material cadavérico, no obstante, éstas carecen de información enriquecida sobre el rendimiento que alcanzan los estudiantes y del cómo adaptar los aprendizajes según sus necesidades educativas. Así, una de las estrategias que actualmente tiene presencia en este ámbito es la gamificación. Este estudio implementa y utiliza una plataforma de software educativa gamificada basada en sistemas de recomendación y asistentes virtuales, capaz de entregar retroalimentación y estrategias para apoyar la apropiación de conocimiento de anatomía de los estudiantes de la carrera de medicina de la Universidad de La Frontera (UFRO), de la ciudad de Temuco, Chile. Cuarenta y cinco estudiantes participaron del estudio. Éste consistió en la utilización de diversos componentes gamificados con técnicas de inteligencia artificial. Los principales hallazgos de esta experiencia permitieron concluir que la utilización de componentes gamificados para el aprendizaje de la anatomía son un recurso que permite apoyar el aprendizaje de los estudiantes.

          Translated abstract

          SUMMARY: Technology has opened the possibility of improving learning environments. However, in the field of medical education, the tools that are used do not provide clear evidence as to whether students are actually learning. Specifically, in the teaching of anatomy, multiple applications have emerged to satisfy the need to access cadaveric material, nevertheless, these lack enriched information on the performance achieved by students and how to adapt learning according to their educational needs. Thus, one of the strategies currently present in this area is gamification. This study implements and uses a gamified educational software platform based on recommender systems and virtual assistants, capable of delivering feedback and strategies to support the appropriation of anatomy knowledge of medical students at the Universidad de La Frontera (UFRO), in the city of Temuco, Chile. Forty-five students participated in the study. The study consisted in the use of various gamified components with artificial intelligence techniques. The main findings of this experience led to the conclusion that the use of gamified components for learning anatomy is a resource that supports student learning.

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          Video games: a route to large-scale STEM education?

          Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.
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            An Introduction to Gamification: Adding Game Elements for Engagement

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              The Model for Introduction of Gamification into E-learning in Higher Education

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                Author and article information

                Journal
                ijmorphol
                International Journal of Morphology
                Int. J. Morphol.
                Sociedad Chilena de Anatomía (Temuco, , Chile )
                0717-9502
                2022
                : 40
                : 2
                : 297-303
                Affiliations
                [1] Santiago Santiago de Chile orgnamePontificia Universidad Católica de Chile orgdiv1Escuela de Ingeniería orgdiv2Departamento de Ciencias de la Computación Chile
                [2] Santiago Santiago de Chile orgnamePontificia Universidad Católica de Chile orgdiv1Escuela de Medicina orgdiv2Departamento de Anatomía Chile
                [4] Araucanía orgnameUniversidad de La Frontera orgdiv1Facultad de Medicina orgdiv2Centro de Excelencia en Estudios Morfológicos y Quirúrgicos Chile
                [3] Temuco Araucanía orgnameUniversidad de La Frontera orgdiv1Facultad de Odontología orgdiv2Departamento de Odontología Integral Adultos Chile
                Article
                S0717-95022022000200297 S0717-9502(22)04000200297
                9aed07c9-95fa-43ca-83b5-45a07938deab

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

                History
                : 27 January 2022
                : 13 December 2021
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 15, Pages: 7
                Product

                SciELO Chile

                Categories
                ARTÍCULOS

                Human anatomy,Gamificación,Experiencia,Inteligencia artificial,Sistema Recomendador,Anatomía humana,Gamification,Experience,Artificial intelligence,Recommender system

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