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
Autor(a) principal: | |
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Data de Publicação: | 2017 |
Outros Autores: | , , , , , |
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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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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1800216653425803264 |