Future of Medical Education Journal (Sep 2022)

Real-Time Reflection by Gamification as Teaching-Learning-Assessment Tool In Competency-Based Medical Education

  • Anurag Yadav,
  • Ravi Mala,
  • Ramlinga Reddy,
  • D Padmasree,
  • L G Nandakumar,
  • Golla Anmol Manaswini Yadav

DOI
https://doi.org/10.22038/fmej.2022.61699.1443
Journal volume & issue
Vol. 12, no. 3
pp. 3 – 6

Abstract

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Background: In order to improve student’s learning skill, digital instructional approaches such as gamification are used in routine practice. We aimed to obtain systematic experience on the feasibility of Kahoot app, when utilized in addition to traditional classroom education for students as Teaching-Learning-Assessment tool.Method: This prospective study conducted at department of biochemistry, MNR Medical College & Hospital, Sangareddy India during the year Jan to Feb 2020. The students included were of phase I medical students, dental students and physiotherapy students. The students were taught with four different topics and after completion groups were switched. Before switching groups, they were given with the multiple choice questions of two topics. The MCQ test was of total 50 marks. The satisfaction survey in Google form was collected. Results: Among 344 students, 221 (64.2%) were medical students, 79 (23%) were Dental and 44 (12.8%) were physiotherapy 1st yr students. There was significant higher mean test scores in group A compared to group B and group D from group C. Students strongly agreed that Kahoot help to retain the knowledge (60.5%), simplifies complex subject (41.9%), learning was fun (74.4%), enhance the understanding of subjects (53.5%), and 90.7% responded they want the Kahoot based learning frequently. Conclusion: The study showed the utility of game based learning apps like Kahoot use in competency based medical education as real-time TLA assessment tool is beneficial. Improvement in the learning ability and simplifying the complex subjects was the perception of the students.

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