Abstract

Teaching in higher education in the 21st century is moving towards e-Learning or b-Learning teaching models. This situation has increased due to the SARS CoV-2 health crisis. Therefore, teaching–learning models must be based on the use of active methodologies that facilitate students’ motivation to work in learning management systems (LMS). One of the most current resources is the digital game-based learning (DGBL) use, specifically in health sciences degrees (e.g., nursing). In this study, we worked with 225 third-year students of degrees in nursing (ND) and occupational therapy (OTD). The objectives were (1) to find out if there were significant differences between students who had worked with DGBL techniques vs. those who had not, and (2) to find out if there were significant differences depending on the type of degree (ND vs. OTD) regarding access to the LMS, learning outcomes and students’ satisfaction with teachers’ performance. A mixed-method research approach was applied. In the quantitative study, significant differences were found in the accesses to the LMS in favor of the groups that had worked with DGBL techniques. Significant differences were also found in ND students with respect to learning outcomes in the group that worked with DGBL. Regarding the results of the qualitative study, differences were found in the frequency of interaction and in the preference of DGBL activities depending on the type of degree. Further studies will investigate the possible causes of these differences.

Highlights

  • Significant differences were found between the students of occupational therapy in access to the learning management systems (LMS), and the average number of views per day in favor of the group in which

  • It can be concluded that the analysis of the effectiveness of the use of digital game-based learning (DGBL) on learning outcomes and satisfaction in higher education students, in health sciences, is a complex process since it requires a precise design and implementation of gamification activities

  • The use of gamification activities in LMS environments requires the implementation of technological resources such as H5P technology

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Summary

Introduction

The relationship between the use of digital game-based learning (DGBL) applied in learning management systems (LMS) from the use of intelligent tutoring systems (ITS) will be analyzed below. State of the Art. The use of advance learning technologies (ALTs) in technology-rich learning environments (TRLEs) is playing an increasingly important role in 21st-century education. The use of advance learning technologies (ALTs) in technology-rich learning environments (TRLEs) is playing an increasingly important role in 21st-century education This has accelerated in the wake of the SARS-CoV-2 situation [1,2].

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