Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Vieira, Diogenes Coelho lattes
Orientador(a): Cardoso Junior, Aloisio lattes
Banca de defesa: Peixoto, Jose Maria lattes, Santos, Rodrigo Ribeiro dos lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade José do Rosário Vellano
Programa de Pós-Graduação: Programa de Mestrado em Ensino em Saúde
Departamento: Pós-Graduação
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://tede2.unifenas.br:8080/jspui/handle/jspui/285
Resumo: Introduction: The teaching of Human Anatomy in the first term of medical school is challenging and, occasionally, demotivating, given its high theoretical-practical burden and its distance from clinical practice. Due to its importance for the training of doctors, there has been considerable effort for methodological changes in the last decades, with a view to develop a new teaching-learning process, student-centred and supported by the teacher as a facilitator and mediator in the process. In this context, educators have been seeking after alternatives for new practices. Among them, gamification stands out, which consists in the implementation of fundamental characteristics of games, within an educational setting, which are capable of positively influencing students' motivation, attention, understanding, memorisation, and metacognition, rendering meaningful learning outcomes. Objectives : To evaluate the effects of the inclusion of gamification in laboratory lessons of Human Anatomy in relation to the motivation of medical students in addition to short and long-term memorisation. Methodology: a transversal experimental research with 41 subjects in their first term as medical school students at UNIFENAS-BH, in the first semester of 2019, who were taking the Human Anatomy course. The participants attended a mini class, being subsequently and randomly divided into two groups, one of which proceeded with a traditional laboratory class whereas the other participated in a gamified laboratory class. A card-based game model was used; it was a specific educational game developed to be used for the purpose of this work (ANATOCARD). During the intervention, students were evaluated by doing pre-tests (pre-test, post-test 1, post-test 2 and post-test 3) and by completing an IMMS questionnaire to assess their motivation. Seven days after doing post-test 2, students did post-test 3, without previous notice. Conclusion: An educational game was developed - a gamified educational object - which was named ANATOCARD. The game proved to be useful, making it possible to reach the goals of this research, in addition to being reproducible and inexpensive, which easing its diffusion. In the group where gamification was added, compared to the control group, we observed a higher, statistically significant, motivation level, which was noticeable in all of its dimensions (Attention, Relevance and Satisfaction), not only Trust. Regarding proficiency, results show an adequate correspondence among the effects of gamification, fully comparable to those of the traditional methods of teaching Anatomy. Furthermore, students in the gamification-group showed greater knowledge retention in post-test 3, with statistical significance. Therefore, the results of this work make it possible to conclude using this gamified educational object as a valid alternative for teaching Human Anatomy to medical school students
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spelling Cardoso Junior, Aloisio80478395604http://lattes.cnpq.br/0112472754877872Peixoto, Jose Maria49104292634http://lattes.cnpq.br/5863458866759154Santos, Rodrigo Ribeiro dos91252580606http://lattes.cnpq.br/256545705711544142873975687http://lattes.cnpq.br/3240403647944831Vieira, Diogenes Coelho2021-08-10T18:21:20Z2020-02-14Vieira, Diogenes Coelho. Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana. 2020. 103f. Dissertação (Programa de Mestrado em Ensino em Saúde) - Universidade José do Rosário Vellano, Belo Horizonte, 2020.http://tede2.unifenas.br:8080/jspui/handle/jspui/285Introduction: The teaching of Human Anatomy in the first term of medical school is challenging and, occasionally, demotivating, given its high theoretical-practical burden and its distance from clinical practice. Due to its importance for the training of doctors, there has been considerable effort for methodological changes in the last decades, with a view to develop a new teaching-learning process, student-centred and supported by the teacher as a facilitator and mediator in the process. In this context, educators have been seeking after alternatives for new practices. Among them, gamification stands out, which consists in the implementation of fundamental characteristics of games, within an educational setting, which are capable of positively influencing students' motivation, attention, understanding, memorisation, and metacognition, rendering meaningful learning outcomes. Objectives : To evaluate the effects of the inclusion of gamification in laboratory lessons of Human Anatomy in relation to the motivation of medical students in addition to short and long-term memorisation. Methodology: a transversal experimental research with 41 subjects in their first term as medical school students at UNIFENAS-BH, in the first semester of 2019, who were taking the Human Anatomy course. The participants attended a mini class, being subsequently and randomly divided into two groups, one of which proceeded with a traditional laboratory class whereas the other participated in a gamified laboratory class. A card-based game model was used; it was a specific educational game developed to be used for the purpose of this work (ANATOCARD). During the intervention, students were evaluated by doing pre-tests (pre-test, post-test 1, post-test 2 and post-test 3) and by completing an IMMS questionnaire to assess their motivation. Seven days after doing post-test 2, students did post-test 3, without previous notice. Conclusion: An educational game was developed - a gamified educational object - which was named ANATOCARD. The game proved to be useful, making it possible to reach the goals of this research, in addition to being reproducible and inexpensive, which easing its diffusion. In the group where gamification was added, compared to the control group, we observed a higher, statistically significant, motivation level, which was noticeable in all of its dimensions (Attention, Relevance and Satisfaction), not only Trust. Regarding proficiency, results show an adequate correspondence among the effects of gamification, fully comparable to those of the traditional methods of teaching Anatomy. Furthermore, students in the gamification-group showed greater knowledge retention in post-test 3, with statistical significance. Therefore, the results of this work make it possible to conclude using this gamified educational object as a valid alternative for teaching Human Anatomy to medical school studentsIntrodução: O ensino da anatomia humana nos primeiros semestres dos cursos de medicina é desafiador e, eventualmente, desmotivador, dada sua alta carga teórico-prática e seu distanciamento da prática clínica. Devido à sua importância para a formação do médico, nas últimas décadas houve esforço considerável para mudanças metodológicas, objetivando desenvolver um novo processo de ensino-aprendizagem centrado no aluno e apoiado no professor como facilitador e mediador deste processo. Neste contexto, educadores têm buscado alternativas de novas práticas. Dentre elas destaca-se a gamificação, que consiste na aplicação de características elementares de jogos, em cenário educacional, capazes de influenciar positivamente a motivação, a atenção, a compreensão, a memorização e a metacognição dos estudantes, traduzindo-se em aprendizagem significativa. Objetivos: avaliar os efeitos da adição da gamificação em aulas laboratoriais de anatomia humana em relação à motivação de estudantes de medicina e memorização em curto e longo prazo. Metodologia: pesquisa experimental transversal aplicada a 41 alunos do primeiro período do curso de medicina da UNIFENAS-BH, no primeiro semestre de 2019, cursando a disciplina de anatomia humana. Os participantes assistiram uma miniaula, sendo posteriormente e aleatoriamente divididos em dois grupos, um dos quais seguiu com a aula laboratorial tradicional e o outro participou da adição de gamificação (aula laboratorial gamificada). O modelo de jogo utilizado foi de cartas, tendo sido desenvolvido um jogo educacional específico para ser utilizado neste trabalho (ANATOCARD). Durante a aplicação da intervenção os alunos foram avaliados por pré-testes (pré-teste, pós-teste1, pós-teste 2 e pós-teste 3) e pela aplicação de questionário IMMS para avaliação de motivação. Após sete dias da aplicação do pós-teste 2, os alunos foram submetidos à aplicação do pós-teste 3, sem aviso prévio. Conclusão: desenvolveu-se um jogo educacional, um objeto educacional gamificado, que foi denominado ANATOCARD. O jogo mostrou-se útil, permitindo atingir os objetivos desta pesquisa, além de ser reprodutível e de baixo custo, o que facilita sua disseminação. No grupo onde foi feita a adição de gamificação, comparativamente com o grupo controle, observamos motivação mais elevada, estatisticamente significativa, que se estendeu a todas as suas dimensões (atenção, relevância e satisfação), não alcançando apenas a confiança. Em relação à proficiência, encontramos resultados mostrando adequada correspondência entre os efeitos da gamificação aplicada, plenamente comparáveis aos do método tradicional de ensino de anatomia. Adicionalmente os alunos do grupo jogo mostraram maior retenção de conhecimentos no pós-teste 3, com relevância estatística. Isto nos permite concluir pela possibilidade de usar este objeto educacional gamificado como alternativa válida para o ensino da anatomia humana para estudantes de medicinaSubmitted by Jessica Queiroz (kely.alves@unifenas.br) on 2021-08-10T18:20:37Z No. of bitstreams: 1 Dissertação Diógenes.pdf: 2907981 bytes, checksum: 4a0fc9eb85414d1408f5ab6cf607c1d7 (MD5)Approved for entry into archive by Jessica Queiroz (kely.alves@unifenas.br) on 2021-08-10T18:20:54Z (GMT) No. of bitstreams: 1 Dissertação Diógenes.pdf: 2907981 bytes, checksum: 4a0fc9eb85414d1408f5ab6cf607c1d7 (MD5)Approved for entry into archive by Jessica Queiroz (kely.alves@unifenas.br) on 2021-08-10T18:21:03Z (GMT) No. of bitstreams: 1 Dissertação Diógenes.pdf: 2907981 bytes, checksum: 4a0fc9eb85414d1408f5ab6cf607c1d7 (MD5)Made available in DSpace on 2021-08-10T18:21:20Z (GMT). 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dc.title.por.fl_str_mv Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
dc.title.alternative.eng.fl_str_mv Study of the effects of gamification on motivation and memorization of medical students in a laboratory setting of human anatomy
title Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
spellingShingle Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
Vieira, Diogenes Coelho
Anatomia humana
Motivação
Gamificação
Memória
Aprendizagem
Jogos sérios
Human anatomy
Motivation
Gamification
Memory
Learning
Serious games
CIENCIAS DA SAUDE::MEDICINA
title_short Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
title_full Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
title_fullStr Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
title_full_unstemmed Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
title_sort Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana
author Vieira, Diogenes Coelho
author_facet Vieira, Diogenes Coelho
author_role author
dc.contributor.advisor1.fl_str_mv Cardoso Junior, Aloisio
dc.contributor.advisor1ID.fl_str_mv 80478395604
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/0112472754877872
dc.contributor.referee1.fl_str_mv Peixoto, Jose Maria
dc.contributor.referee1ID.fl_str_mv 49104292634
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/5863458866759154
dc.contributor.referee2.fl_str_mv Santos, Rodrigo Ribeiro dos
dc.contributor.referee2ID.fl_str_mv 91252580606
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/2565457057115441
dc.contributor.authorID.fl_str_mv 42873975687
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/3240403647944831
dc.contributor.author.fl_str_mv Vieira, Diogenes Coelho
contributor_str_mv Cardoso Junior, Aloisio
Peixoto, Jose Maria
Santos, Rodrigo Ribeiro dos
dc.subject.por.fl_str_mv Anatomia humana
Motivação
Gamificação
Memória
Aprendizagem
Jogos sérios
topic Anatomia humana
Motivação
Gamificação
Memória
Aprendizagem
Jogos sérios
Human anatomy
Motivation
Gamification
Memory
Learning
Serious games
CIENCIAS DA SAUDE::MEDICINA
dc.subject.eng.fl_str_mv Human anatomy
Motivation
Gamification
Memory
Learning
Serious games
dc.subject.cnpq.fl_str_mv CIENCIAS DA SAUDE::MEDICINA
description Introduction: The teaching of Human Anatomy in the first term of medical school is challenging and, occasionally, demotivating, given its high theoretical-practical burden and its distance from clinical practice. Due to its importance for the training of doctors, there has been considerable effort for methodological changes in the last decades, with a view to develop a new teaching-learning process, student-centred and supported by the teacher as a facilitator and mediator in the process. In this context, educators have been seeking after alternatives for new practices. Among them, gamification stands out, which consists in the implementation of fundamental characteristics of games, within an educational setting, which are capable of positively influencing students' motivation, attention, understanding, memorisation, and metacognition, rendering meaningful learning outcomes. Objectives : To evaluate the effects of the inclusion of gamification in laboratory lessons of Human Anatomy in relation to the motivation of medical students in addition to short and long-term memorisation. Methodology: a transversal experimental research with 41 subjects in their first term as medical school students at UNIFENAS-BH, in the first semester of 2019, who were taking the Human Anatomy course. The participants attended a mini class, being subsequently and randomly divided into two groups, one of which proceeded with a traditional laboratory class whereas the other participated in a gamified laboratory class. A card-based game model was used; it was a specific educational game developed to be used for the purpose of this work (ANATOCARD). During the intervention, students were evaluated by doing pre-tests (pre-test, post-test 1, post-test 2 and post-test 3) and by completing an IMMS questionnaire to assess their motivation. Seven days after doing post-test 2, students did post-test 3, without previous notice. Conclusion: An educational game was developed - a gamified educational object - which was named ANATOCARD. The game proved to be useful, making it possible to reach the goals of this research, in addition to being reproducible and inexpensive, which easing its diffusion. In the group where gamification was added, compared to the control group, we observed a higher, statistically significant, motivation level, which was noticeable in all of its dimensions (Attention, Relevance and Satisfaction), not only Trust. Regarding proficiency, results show an adequate correspondence among the effects of gamification, fully comparable to those of the traditional methods of teaching Anatomy. Furthermore, students in the gamification-group showed greater knowledge retention in post-test 3, with statistical significance. Therefore, the results of this work make it possible to conclude using this gamified educational object as a valid alternative for teaching Human Anatomy to medical school students
publishDate 2020
dc.date.issued.fl_str_mv 2020-02-14
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dc.identifier.uri.fl_str_mv http://tede2.unifenas.br:8080/jspui/handle/jspui/285
identifier_str_mv Vieira, Diogenes Coelho. Estudo dos efeitos da gamificação na motivação e na memorização de estudantes de medicina em cenário de prática laboratorial de anatomia humana. 2020. 103f. Dissertação (Programa de Mestrado em Ensino em Saúde) - Universidade José do Rosário Vellano, Belo Horizonte, 2020.
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