Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.8/7170 |
Resumo: | This study aimed at understanding how physiotherapy students perceive a modern board game experience as an opportunity to train socioemotional skills. Twenty physiotherapy students participated in a learning experience using the Telestration game and were assessed in terms of: game-based self-perceived experience; game’s serious dimension. The facilitator’s perceptionswere also accounted for. Students learned creative expression skills (85% students characterized a true/strong creative experience; 90% expressed a strong feeling of “freedom of experimentation”) and were considered immersed and emotionally involved (significant association between understanding game’s serious purposes and emotional relationship with experience, p-value=0.01). Telestration was classified as a relevant learning method for other serious purposes (>50% students revealed inttention to use Telestration for other serious purposes). Therefore, physiotherapy students self-rated this experience with the Telestration game as significant for learning relevant socioemotional skills. Additionally, facilitator’s perceptions confirmed that they were perfectly immersed and emotionally involved in this learning experience. Future studies in this topic are needed, including larger samples and students from different health courses. Future studies in this topic are needed, including larger samples and students from different health courses. |
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Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy studentsSocial skillsEducationHealth occupationsLearningProfessional topicsInformal educationAdult educationThis study aimed at understanding how physiotherapy students perceive a modern board game experience as an opportunity to train socioemotional skills. Twenty physiotherapy students participated in a learning experience using the Telestration game and were assessed in terms of: game-based self-perceived experience; game’s serious dimension. The facilitator’s perceptionswere also accounted for. Students learned creative expression skills (85% students characterized a true/strong creative experience; 90% expressed a strong feeling of “freedom of experimentation”) and were considered immersed and emotionally involved (significant association between understanding game’s serious purposes and emotional relationship with experience, p-value=0.01). Telestration was classified as a relevant learning method for other serious purposes (>50% students revealed inttention to use Telestration for other serious purposes). Therefore, physiotherapy students self-rated this experience with the Telestration game as significant for learning relevant socioemotional skills. Additionally, facilitator’s perceptions confirmed that they were perfectly immersed and emotionally involved in this learning experience. Future studies in this topic are needed, including larger samples and students from different health courses. Future studies in this topic are needed, including larger samples and students from different health courses.ACMIC-OnlineRosa, Marlene C.N.Gordo, Sara M.O.Sousa, Micael S.Pocinho, Ricardo F. S.2022-05-20T15:57:03Z20212021-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.8/7170engMarlene Rosa, Sara Gordo, Micael Sousa, and Ricardo Pocinho. 2021. Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students. In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) (TEEM'21). Association for Computing Machinery, New York, NY, USA, 610–615. https://doi.org/10.1145/3486011.3486525978-1-4503-9066-8/21/1010.1145/3486011.3486525metadata only accessinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-17T15:53:42Zoai:iconline.ipleiria.pt:10400.8/7170Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:49:52.023960Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students |
title |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students |
spellingShingle |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students Rosa, Marlene C.N. Social skills Education Health occupations Learning Professional topics Informal education Adult education |
title_short |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students |
title_full |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students |
title_fullStr |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students |
title_full_unstemmed |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students |
title_sort |
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students |
author |
Rosa, Marlene C.N. |
author_facet |
Rosa, Marlene C.N. Gordo, Sara M.O. Sousa, Micael S. Pocinho, Ricardo F. S. |
author_role |
author |
author2 |
Gordo, Sara M.O. Sousa, Micael S. Pocinho, Ricardo F. S. |
author2_role |
author author author |
dc.contributor.none.fl_str_mv |
IC-Online |
dc.contributor.author.fl_str_mv |
Rosa, Marlene C.N. Gordo, Sara M.O. Sousa, Micael S. Pocinho, Ricardo F. S. |
dc.subject.por.fl_str_mv |
Social skills Education Health occupations Learning Professional topics Informal education Adult education |
topic |
Social skills Education Health occupations Learning Professional topics Informal education Adult education |
description |
This study aimed at understanding how physiotherapy students perceive a modern board game experience as an opportunity to train socioemotional skills. Twenty physiotherapy students participated in a learning experience using the Telestration game and were assessed in terms of: game-based self-perceived experience; game’s serious dimension. The facilitator’s perceptionswere also accounted for. Students learned creative expression skills (85% students characterized a true/strong creative experience; 90% expressed a strong feeling of “freedom of experimentation”) and were considered immersed and emotionally involved (significant association between understanding game’s serious purposes and emotional relationship with experience, p-value=0.01). Telestration was classified as a relevant learning method for other serious purposes (>50% students revealed inttention to use Telestration for other serious purposes). Therefore, physiotherapy students self-rated this experience with the Telestration game as significant for learning relevant socioemotional skills. Additionally, facilitator’s perceptions confirmed that they were perfectly immersed and emotionally involved in this learning experience. Future studies in this topic are needed, including larger samples and students from different health courses. Future studies in this topic are needed, including larger samples and students from different health courses. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021 2021-01-01T00:00:00Z 2022-05-20T15:57:03Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.8/7170 |
url |
http://hdl.handle.net/10400.8/7170 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
Marlene Rosa, Sara Gordo, Micael Sousa, and Ricardo Pocinho. 2021. Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students. In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) (TEEM'21). Association for Computing Machinery, New York, NY, USA, 610–615. https://doi.org/10.1145/3486011.3486525 978-1-4503-9066-8/21/10 10.1145/3486011.3486525 |
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metadata only access info:eu-repo/semantics/openAccess |
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metadata only access |
eu_rights_str_mv |
openAccess |
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application/pdf |
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ACM |
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ACM |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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