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      Proyecto de innovación docente: resultados de la incorporación de Estudio de caso y Kahoot!, para el fortalecimiento de los aprendizajes en salud de la mujer en estudiantes de enfermería Translated title: Teaching innovation project: results of Case study incorporation and Kahoot!, for the strength of women's health learning in nursing students

      research-article
      Ene
      Martín Rodríguez Álvaro
      aprendizaje, metodologías, estudio de caso, enfermería, learning, methodologies, case study, nursing

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          Abstract

          Resumen Metodologías como estudio de caso y gamificación favorecen el desarrollo de un aprendizaje profundo, significativo y duradero en el estudiante, amoldándose a las exigencias del nuevo milenio. El presente artículo muestra el desarrollo y resultados de un proyecto de innovación docente realizado en estudiantes de tercer año de Enfermería, cuyos objetivos fueron incorporar el estudio de caso y Kahoot! en la unidad de Enfermería Ginecológica; comparar el rendimiento académico de los estudiantes con y sin estas metodologías en dicha unidad; y conocer la percepción de ellos en relación al uso de estas metodologías. El proyecto contó de 4 fases: diagnóstico de las necesidades de aprendizaje, selección y diseño de las metodologías a utilizar, implementación de éstas y evaluación de su efectividad. Dentro de los resultados se observó un incremento de 6 décimas sobre del promedio de notas del certamen de la unidad entre un año y otro (t=3,991). Por su parte, los estudiantes calificaron con nota 6.7 (escala 1 a 7) la experiencia vivida y la iniciativa docente, y el 100% de ellos recomendó la utilización de estas metodologías en otras unidades y/o asignaturas. A la luz de los hallazgos, cabe señalar que el uso de estas metodologías aumenta el nivel de satisfacción del estudiante en su proceso de aprendizaje, favoreciendo la integración de los contenidos teóricos y prácticos, lo que se refleja, además, en una mejora en el rendimiento académico de la unidad evaluada.

          Translated abstract

          Abstract Methodologies such as case study and gamification promote the development of deep, meaningful and lasting learning in the student, adapting to the demands of the new millennium. This article shows the development and results of a teaching innovation project carried out on third-year nursing students, whose objectives were to incorporate the case study and Kahoot! into the Gynecological Nursing unit, compare students' academic performance with and without these methodologies in that unit, and and to know the perception of them in relation to the use of these methodologies. The project had 4 phases: diagnosing the needs of learning, selecting and designing the methodologies to be used, implementation of these and assessing their effectiveness. Among the results, an increase of 6 tenths of the average scores of the contest was observed from one year to the next (t=3,991). For their part, the students rated the experience and the teaching initiative with grade 6.7 (range 1 to 7). 100% of them recommended the use of these methodologies in other units and/or course. In light of the findings, it should be noted that the use of these methodologies increases the level of student satisfaction in their learning process, promoting the integration of theoretical and practical content, which is reflected, in addition, in an improvement in the academic performance of the unit evaluated.

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          Most cited references23

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          A Systematic Review of Gamification in e-Health.

          Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.
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            Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

            This editorial provides a behavioral science view on gamification and health behavior change, describes its principles and mechanisms, and reviews some of the evidence for its efficacy. Furthermore, this editorial explores the relation between gamification and behavior change frameworks used in the health sciences and shows how gamification principles are closely related to principles that have been proven to work in health behavior change technology. Finally, this editorial provides criteria that can be used to assess when gamification provides a potentially promising framework for digital health interventions.
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              Mobile technologies in medical education: AMEE Guide No. 105

              Mobile technologies (including handheld and wearable devices) have the potential to enhance learning activities from basic medical undergraduate education through residency and beyond. In order to use these technologies successfully, medical educators need to be aware of the underpinning socio-theoretical concepts that influence their usage, the pre-clinical and clinical educational environment in which the educational activities occur, and the practical possibilities and limitations of their usage. This Guide builds upon the previous AMEE Guide to e-Learning in medical education by providing medical teachers with conceptual frameworks and practical examples of using mobile technologies in medical education. The goal is to help medical teachers to use these concepts and technologies at all levels of medical education to improve the education of medical and healthcare personnel, and ultimately contribute to improved patient healthcare. This Guide begins by reviewing some of the technological changes that have occurred in recent years, and then examines the theoretical basis (both social and educational) for understanding mobile technology usage. From there, the Guide progresses through a hierarchy of institutional, teacher and learner needs, identifying issues, problems and solutions for the effective use of mobile technology in medical education. This Guide ends with a brief look to the future.
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                Author and article information

                Journal
                ene
                Ene
                Ene.
                Martín Rodríguez Álvaro (Santa Cruz de La Palma, La Palma, Spain )
                1988-348X
                2020
                : 14
                : 2
                : 14205
                Affiliations
                [1] Santiago de Chile orgnameUniversidad del Desarrollo orgdiv1Facultad de Medicina Clínica Alemana Chile
                Article
                S1988-348X2020000200005 S1988-348X(20)01400200005
                87c1d8bf-8733-4631-a533-bb25922774f4

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

                History
                : 01 September 2019
                : 01 February 2020
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 27, Pages: 0
                Product

                SciELO Spain

                Categories
                Artículos

                learning,methodologies,case study,nursing,metodologías,estudio de caso,enfermería,aprendizaje

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