Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Design
2.2. Study Context
2.3. Participants
2.4. Description of the Physiotherapy Teaching Innovation Project Using Kahoot! and Reward Game Cards
2.5. Data Analysis
3. Results
3.1. Effect of Kahoot! on Study Contents
3.2. Students’ Satisfation with Kahoot! Experince as an Educative Tool
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Subjects’ Name | Course Year | ECTS and Duration (h) | Description |
---|---|---|---|
Physiotherapy Fundamentals | First | 6 ECTS: 3 ECTS for theory (30 h) and 3 ECTS for practice lessons (30 h) | Compulsory and specific subject that focuses on identifying the concept, evolution and foundations of physiotherapy in its scientific and professional aspect. Students are instructed to understand the general theory of functioning, disability and health and its international classification, as well as the intervention models in physiotherapy and its care practice, as well as know and apply the theoretical bases and the development of physiotherapeutic methods and procedures. |
Kinesitherapy | Second | 6 ECTS: 3 ECTS for theory (30 h) and 3 ECTS for practice lessons (30 h) | Compulsory and specific subject which addresses the knowledge of the different joints and muscles of the human body, the learning and application of manual and instrumental methods and procedures for passive, active and mechanical mobilization, for therapeutic purposes. |
Special Massage Therapy | Third | 6 ECTS: 3 ECTS for theory (30 h) and 3 ECTS for practice lessons (30 h) | Compulsory and specific subject that focuses on learning special manual techniques, within the broad scope of Massage Therapy, for specific therapeutic purposes. |
Abdominopelvic Physiotherapy | Fourth | 6 ECTS: 3 ECTS for theory (30 h) and 3 ECTS for practice lessons (30 h) | Compulsory and specific subject that aims to develop the skills of students in the physiotherapeutic approach to pathology of the abdominal–pelvic–perineal sphere. |
Academic Course | Objectives |
---|---|
2019/2020 | -To instruct and train the teacher involved in the project to use Kahoot!; |
-To teach the teachers involved in the project to design and use reward game cards applied to teaching; | |
-To carry out the first pilot tests with Kahoot! and reward game cards with students and teachers. | |
2020/2021 2021/2022 | -To implement teaching with gamification in the subjects using Kahoot! and reward game cards; |
-Objectively assess the degree of assimilation of the content by analyzing the data from the Kahoot! Platform; | |
-To check if the contents reinforced using Kahoot! are the best evaluated in the global qualification of the subject; | |
-To evaluate the degree of satisfaction of the students with the Kahoot! and reward game cards experience. |
Academic Grade (Participants, n) | Subject | Final Exam Total Questions (Reinforced Contents/Non-Reinforced Contents) | Reinforced Content Correct Answers Mean ± SD (Data in %) | Non-Reinforced Content Correct Answers Mean ± SD (Data in %) | Mean Difference (95% CI) [Data in %] | p |
---|---|---|---|---|---|---|
First Grade (n = 76) | Physiotherapy Fundamentals | 40 (20/20) | 17.59 ± 2.47 (87.96 ± 12.36) | 13.14 ± 3.24 (65.72 ± 16.2) | 4.45 (3.52–5.37) [22.24 (17.61–26.86)] | <0.001 |
Second Grade (n = 85) | Kinesitherapy | 40 (20/20) | 18.24 ± 1.48 (91.18 ± 7.46) | 16.46 ± 2.86) (82.29 ± 14.30) | 1.76 (1.08–2.47) [8.88 (5.43–12.33)] | <0.001 |
Third Grade (n = 81) | Special massage therapy | 40 (20/20) | 19.01 ± 1.48 (95.06 ± 7.43) | 14.93 ± 3.06 (74.63 ± 15.34) | 4.08 (3.34–4.83) [20.43 (16.69–24.17)] | <0.001 |
Fourth Grade (n = 71) | Abdomino-pelvic physiotherapy | 40 (20/20) | 19.25 ± 1.14 (96.27 ± 5.71) | 17.93 ± 2.05 (89.65 ± 10.29) | 1.32 (0.77–1.88) [6.62 (3.85–9.38)] | <0.001 |
Questions | First-Year Course n = 48 (%) | Second-Year Course n = 64 (%) | Third-Year Course n = 80 (%) | Fourth-Year Course n = 40 (%) | Total n = 232 (%) | |
---|---|---|---|---|---|---|
The games with Kahoot! have helped me to review concepts of the subject | Strongly Agree | 39.6 | 40 | 71.3 | 84.6 | 58 |
Agree | 56.3 | 56.9 | 28.8 | 15.4 | 40.3 | |
Disagree | 4.2 | 3.1 | 0 | 0 | 1.7 | |
Strongly Disagree | 0 | 0 | 0 | 0 | 0 | |
The games with Kahoot! have helped me to clarify doubts. | Strongly Agree | 29.2 | 39.1 | 43.8 | 80 | 45.7 |
Agree | 58.3 | 42.2 | 52.5 | 20 | 45.3 | |
Disagree | 12.5 | 15.6 | 3.8 | 0 | 8.2 | |
Strongly Disagree | 0 | 3.1 | 0 | 0 | 0.9 | |
I think that games with Kahoot! might be useful in other subjects. | Strongly Agree | 66.7 | 45.3 | 77.5 | 82.5 | 67.2 |
Agree | 29.2 | 32.8 | 22.5 | 12.5 | 25 | |
Disagree | 2.1 | 12.5 | 0 | 5 | 4.7 | |
Strongly Disagree | 2.1 | 9.4 | 0 | 0 | 3 | |
Kahoot! activities have motivated me to study every week (not only for the final exam). | Strongly Agree | 31.3 | 25 | 31.3 | 50 | 32.8 |
Agree | 37.5 | 28.1 | 36.3 | 35 | 34.1 | |
Disagree | 31.3 | 28.1 | 28.8 | 10 | 25.9 | |
Strongly Disagree | 0 | 18.8 | 3.8 | 5 | 7.3 | |
I found it motivating that Kahoot! quizzes were linked to reward cards. | Strongly Agree | 50 | 53.1 | 62.5 | 80 | 60.3 |
Agree | 29.2 | 32.8 | 31.3 | 7.5 | 27.2 | |
Disagree | 20.8 | 7.8 | 6.3 | 10 | 10.3 | |
Strongly Disagree | 0 | 6.3 | 0 | 2.5 | 2.2 | |
I found the use of Kahoot! innovative for teaching and learning. | Strongly Agree | 39.6 | 40.6 | 60 | 70 | 52.2 |
Agree | 56.3 | 32.8 | 33.8 | 27.5 | 37.1 | |
Disagree | 4.2 | 21.9 | 6.3 | 2.5 | 9.5 | |
Strongly Disagree | 0 | 4.7 | 0 | 0 | 1.3 | |
I have been able to participate from home in the Kahoot! activities. | Always | 77.2 | 65.6 | 75 | 70 | 72 |
Often | 22.9 | 29.7 | 22.5 | 30 | 25.9 | |
Rarely | 0 | 3.1 | 2.5 | 0 | 1.7 | |
Never | 0 | 1.6 | 0 | 0 | 0.4 | |
My overall satisfaction with the Kahoot! activities and reward cards. | Very Satisfied | 47.9 | 46 | 60 | 55 | 52.8 |
Moderately Satisfied | 37.5 | 33.3 | 33.8 | 37.5 | 35.1 | |
Slightly Satisfied | 14.6 | 15.9 | 6.3 | 7.5 | 10.8 | |
Dissatisfied | 0 | 4.8 | 0 | 0 | 1.3 |
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Cortés-Pérez, I.; Zagalaz-Anula, N.; López-Ruiz, M.d.C.; Díaz-Fernández, Á.; Obrero-Gaitán, E.; Osuna-Pérez, M.C. Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study. Healthcare 2023, 11, 578. https://doi.org/10.3390/healthcare11040578
Cortés-Pérez I, Zagalaz-Anula N, López-Ruiz MdC, Díaz-Fernández Á, Obrero-Gaitán E, Osuna-Pérez MC. Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study. Healthcare. 2023; 11(4):578. https://doi.org/10.3390/healthcare11040578
Chicago/Turabian StyleCortés-Pérez, Irene, Noelia Zagalaz-Anula, María del Carmen López-Ruiz, Ángeles Díaz-Fernández, Esteban Obrero-Gaitán, and María Catalina Osuna-Pérez. 2023. "Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study" Healthcare 11, no. 4: 578. https://doi.org/10.3390/healthcare11040578
APA StyleCortés-Pérez, I., Zagalaz-Anula, N., López-Ruiz, M. d. C., Díaz-Fernández, Á., Obrero-Gaitán, E., & Osuna-Pérez, M. C. (2023). Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study. Healthcare, 11(4), 578. https://doi.org/10.3390/healthcare11040578