The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia

Detalhes bibliográficos
Autor(a) principal: Rocha, Ana Clara Bonini
Data de Publicação: 2017
Outros Autores: Pereira, Jorge Luís Barreto, Soares, Caio Felipe Teixeira, Barbosa, Priscilla, Silva, Amanda Cindy da, Moraes, André Marques de, Martins, Wagner Rodrigues
Tipo de documento: Artigo
Idioma: por
Título da fonte: ETD - Educação Temática Digital
Texto Completo: https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/8645950
Resumo: The current study aimed the evaluation of the long term effect of the educational video game (EVG) in the specific knowledge test (SKT) performance, opinion of satisfaction with the discipline (OSD) and learning perception of the subject matter (LP) of a graduation discipline in the Physiotherapy course of the Universidade de Brasília (UnB). This study is a randomized clinical trial with two groups: Experimental Group (EG): presential classes with extra class use of the EVG; Control Group (CG): only presential classes. Classes occurred once a week with the presence of both groups. Students allocated in EG accessed the EVG platform at least once a week. After 17 weeks the assessment tools were applied for the dependent variables: (I) SKT, (2) OSD, (3) LP. The Student t test was used to compare the SKT means between groups and absolute and relative frequencies were used to report SOD and LP scales. Data was analyzed with significance level of 5%. The sample consisted of a total of 71 students (22,83 [±3,35] years), composed by 62 female (87,3%) and 09 male (12,7%) individuals. There was significant statistical difference between EG and CG in SKT (p=0.006), with EG having higher means than CG. Regarding the secondary endpoints, EG had 100% answers in categories 4 and 5, while GC also showed responses in category 3. Results points that the EVG improved the performance in SKT. The opinion results indicate that the use of the EVG can increase the satisfaction with the discipline and LP.
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spelling The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of BrasiliaTeaching. Satisfaction. Learning perception. Videogame. Physiotherapy.TeachingVideogameLearningThe current study aimed the evaluation of the long term effect of the educational video game (EVG) in the specific knowledge test (SKT) performance, opinion of satisfaction with the discipline (OSD) and learning perception of the subject matter (LP) of a graduation discipline in the Physiotherapy course of the Universidade de Brasília (UnB). This study is a randomized clinical trial with two groups: Experimental Group (EG): presential classes with extra class use of the EVG; Control Group (CG): only presential classes. Classes occurred once a week with the presence of both groups. Students allocated in EG accessed the EVG platform at least once a week. After 17 weeks the assessment tools were applied for the dependent variables: (I) SKT, (2) OSD, (3) LP. The Student t test was used to compare the SKT means between groups and absolute and relative frequencies were used to report SOD and LP scales. Data was analyzed with significance level of 5%. The sample consisted of a total of 71 students (22,83 [±3,35] years), composed by 62 female (87,3%) and 09 male (12,7%) individuals. There was significant statistical difference between EG and CG in SKT (p=0.006), with EG having higher means than CG. Regarding the secondary endpoints, EG had 100% answers in categories 4 and 5, while GC also showed responses in category 3. Results points that the EVG improved the performance in SKT. The opinion results indicate that the use of the EVG can increase the satisfaction with the discipline and LP.Universidade Estadual de Campinas2017-04-27info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionAvaliado pelos paresEnsaio clínico randomizadoapplication/pdfhttps://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/864595010.20396/etd.v19i2.8645950ETD - Educação Temática Digital; v. 19 n. 2 (2017): Cinema, educação e seus processos de formação; 570-581ETD - Educação Temática Digital; Vol. 19 No. 2 (2017): Cinema, educação e seus processos de formação; 570-581ETD - Educação Temática Digital; Vol. 19 Núm. 2 (2017): Cinema, educação e seus processos de formação; 570-5811676-2592reponame:ETD - Educação Temática Digitalinstname:Universidade Estadual de Campinas (UNICAMP)instacron:UNICAMPporhttps://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/8645950/15715Copyright (c) 2018 ETD - Educação Temática Digitalinfo:eu-repo/semantics/openAccessRocha, Ana Clara BoniniPereira, Jorge Luís BarretoSoares, Caio Felipe TeixeiraBarbosa, PriscillaSilva, Amanda Cindy daMoraes, André Marques deMartins, Wagner Rodrigues2018-04-13T15:35:09Zoai:ojs.periodicos.sbu.unicamp.br:article/8645950Revistahttp://periodicos.sbu.unicamp.br/ojs/index.php/etdPUBhttps://periodicos.sbu.unicamp.br/ojs/index.php/etd/oaippec@unicamp.br||acdiasjr@gmail.com||etd@unicamp.br|| gilbfe@unicamp.br1676-25921676-2592opendoar:2022-11-08T14:25:18.006795ETD - Educação Temática Digital - Universidade Estadual de Campinas (UNICAMP)false
dc.title.none.fl_str_mv The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
title The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
spellingShingle The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
Rocha, Ana Clara Bonini
Teaching. Satisfaction. Learning perception. Videogame. Physiotherapy.
Teaching
Videogame
Learning
title_short The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
title_full The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
title_fullStr The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
title_full_unstemmed The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
title_sort The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia
author Rocha, Ana Clara Bonini
author_facet Rocha, Ana Clara Bonini
Pereira, Jorge Luís Barreto
Soares, Caio Felipe Teixeira
Barbosa, Priscilla
Silva, Amanda Cindy da
Moraes, André Marques de
Martins, Wagner Rodrigues
author_role author
author2 Pereira, Jorge Luís Barreto
Soares, Caio Felipe Teixeira
Barbosa, Priscilla
Silva, Amanda Cindy da
Moraes, André Marques de
Martins, Wagner Rodrigues
author2_role author
author
author
author
author
author
dc.contributor.author.fl_str_mv Rocha, Ana Clara Bonini
Pereira, Jorge Luís Barreto
Soares, Caio Felipe Teixeira
Barbosa, Priscilla
Silva, Amanda Cindy da
Moraes, André Marques de
Martins, Wagner Rodrigues
dc.subject.por.fl_str_mv Teaching. Satisfaction. Learning perception. Videogame. Physiotherapy.
Teaching
Videogame
Learning
topic Teaching. Satisfaction. Learning perception. Videogame. Physiotherapy.
Teaching
Videogame
Learning
description The current study aimed the evaluation of the long term effect of the educational video game (EVG) in the specific knowledge test (SKT) performance, opinion of satisfaction with the discipline (OSD) and learning perception of the subject matter (LP) of a graduation discipline in the Physiotherapy course of the Universidade de Brasília (UnB). This study is a randomized clinical trial with two groups: Experimental Group (EG): presential classes with extra class use of the EVG; Control Group (CG): only presential classes. Classes occurred once a week with the presence of both groups. Students allocated in EG accessed the EVG platform at least once a week. After 17 weeks the assessment tools were applied for the dependent variables: (I) SKT, (2) OSD, (3) LP. The Student t test was used to compare the SKT means between groups and absolute and relative frequencies were used to report SOD and LP scales. Data was analyzed with significance level of 5%. The sample consisted of a total of 71 students (22,83 [±3,35] years), composed by 62 female (87,3%) and 09 male (12,7%) individuals. There was significant statistical difference between EG and CG in SKT (p=0.006), with EG having higher means than CG. Regarding the secondary endpoints, EG had 100% answers in categories 4 and 5, while GC also showed responses in category 3. Results points that the EVG improved the performance in SKT. The opinion results indicate that the use of the EVG can increase the satisfaction with the discipline and LP.
publishDate 2017
dc.date.none.fl_str_mv 2017-04-27
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Avaliado pelos pares
Ensaio clínico randomizado
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/8645950
10.20396/etd.v19i2.8645950
url https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/8645950
identifier_str_mv 10.20396/etd.v19i2.8645950
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/8645950/15715
dc.rights.driver.fl_str_mv Copyright (c) 2018 ETD - Educação Temática Digital
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2018 ETD - Educação Temática Digital
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Estadual de Campinas
publisher.none.fl_str_mv Universidade Estadual de Campinas
dc.source.none.fl_str_mv ETD - Educação Temática Digital; v. 19 n. 2 (2017): Cinema, educação e seus processos de formação; 570-581
ETD - Educação Temática Digital; Vol. 19 No. 2 (2017): Cinema, educação e seus processos de formação; 570-581
ETD - Educação Temática Digital; Vol. 19 Núm. 2 (2017): Cinema, educação e seus processos de formação; 570-581
1676-2592
reponame:ETD - Educação Temática Digital
instname:Universidade Estadual de Campinas (UNICAMP)
instacron:UNICAMP
instname_str Universidade Estadual de Campinas (UNICAMP)
instacron_str UNICAMP
institution UNICAMP
reponame_str ETD - Educação Temática Digital
collection ETD - Educação Temática Digital
repository.name.fl_str_mv ETD - Educação Temática Digital - Universidade Estadual de Campinas (UNICAMP)
repository.mail.fl_str_mv ppec@unicamp.br||acdiasjr@gmail.com||etd@unicamp.br|| gilbfe@unicamp.br
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