1. Utilization of Game based learning to improve engagement of undergraduate medical students studying Community Medicine during Lockdown - COVID-19 pandemic: A cross sectional study.
- Author
-
Baviskar, Mandar Padmakar, Mahavarakar, Varsha, Potdar, Priyanka, Kamble, Motiram, Phalke, Deepak B., and Bhalwar, Rajvir
- Subjects
- *
MEDICAL students , *COVID-19 pandemic , *PROBLEM-based learning , *EDUCATIONAL games , *VIRTUAL classrooms , *UNDERGRADUATES , *LECTURE method in teaching - Abstract
Background: Suspension of routine classroom teaching & clinics during COVID-19 pandemic posed a challenge for medical teachers. Online classes alone, during lockdown may fail to garner the interest of medical undergraduates. Gamification of learning can serve to pique their interest and improve participation in online learning activities. Methods: We conducted a longitudinal study in 400 second and third year undergraduate medical students at a Rural Medical College in India. The study was conducted in the backdrop of COVID-19 pandemic during the months of March 2020 to September 2021. During lockdown online lectures of Community Medicine were conducted regularly. Additionally, the students were given crossword puzzles, quizzes and problem based learning scenarios on selected topics as online links to be accessed voluntarily. Response of students to the activities was noted and compared. Feedback was also solicited from students regarding the activities and their responses were analyzed. Results: All 400 students accessed the links to crosswords, quizzes and scenarios whereas the mean views for lectures were 280 (SD=34.6) i.e. 70%. A total of 237(59.25%) students reported that they found online lectures tiresome at times. Male students showed significantly better response to gamification as compared to online lectures. A total of 364(91%) students stated that game based learning helped them study better with 94% students responding that they would like similar content on all subjects. Conclusion: Gamification involves multiple domains of learning. Online lectures can be supplemented with games to increase student engagement. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF