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ETD Educação Temática Digital

versión On-line ISSN 1676-2592

Resumen

ROCHA, Ana Clara Bonini et al. The effects of a video game on student performance in thei knowledge test in the discipline "professional practice and ethics in physiotherapy" from the University of Brasilia. ETD [online]. 2017, vol.19, n.2, pp.570-581. ISSN 1676-2592.  https://doi.org/10.20396/etd.v19i2.8645950.

The current study had the objective of evaluate the long term effect of the educational video game (EVG) in the specific knowledge test (SKT) performance, opinion of satisfaction with the discipline (SAT) and learning perception of the subject matter (LP) of a graduation discipline in the Physiotherapy course of the University of Brasília (UNB). This study is a randomized clinical trial with two groups: Experimental Group (EG): Attending instead presential classes with extra time for EVG. Control Group (CG): only attending regular timeclasses. The classes occurred once a week with the presence of both groups. Students allocated in EG needed to access the EVG platform once a week. After 17 weeks, the assessment tools were applied for the dependent variables: (I) SKT, (2) SAT and (3) LP. The Student t test was used to compare the SKT means between groups and for the absolute and relative frequencies, were used to report SAT and LP scales. The data was analyzed with statistical significance of 5%. The sample consisted of a total of 71 students (22,83 [±3,35] years old), including 62 females (87,3%) and 9 males (12,7%) individuals. There was a significant statistical difference between EG and CG in SKT (p=0.006), with the EG having higher means than CG. Regarding the secondary endpoints EG had 100% answers in categories 4 and 5, while the GC also showed responses in category 3. The study results points that de EVG was able to improve the performance in the SKT. The SAT results may indicate that the use of the EVG can increase the satisfaction with the discipline and the learning perception of the subject matter.

Palabras clave : Teaching; Satisfaction; Learning Perception; Videogame; Physiotherapy; Ethics.

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