Gamified Educational Software Platform: Experience with Anatomy Students at Universidad de La Frontera

DOI :
Tweet about this on TwitterShare on FacebookEmail this to someoneShare on Google+

STAMBUK, C. M.; CONTRERAS-MCKAY, I.; NEYEM, A.; INZUNZA, O.; OTTONE, N. E. & DEL SOL, M.

Summary

Technology has opened the possibility of improving learning environments. However, in the field of medical education, the tools that are used do not provide clear evidence as to whether students are actually learning. Specifically, in the teaching of anatomy, multiple applications have emerged to satisfy the need to access cadaveric material, nevertheless, these lack enriched information on the performance achieved by students and how to adapt learning according to their educational needs. Thus, one of the strategies currently present in this area is gamification. This study implements and uses a gamified educational software platform based on recommender systems and virtual assistants, capable of delivering feedback and strategies to support the appropriation of anatomy knowledge of medical students at the Universidad de La Frontera (UFRO), in the city of Temuco, Chile. Forty-five students participated in the study. The study consisted in the use of various gamified components with artificial intelligence techniques. The main findings of this experience led to the conclusion that the use of gamified components for learning anatomy is a resource that supports student learning.

KEY WORDS: Gamification; Experience; Artificial intelligence; Recommender system; Human anatomy.

How to cite this article

STAMBUK, C. M.; CONTRERAS-MCKAY, I.; NEYEM, A.; INZUNZA, O.; OTTONE, N. E. & DEL SOL, M. Gamified educational software platform: Experience with anatomy students at Universidad de La Frontera. Int. J. Morphol., 40(2):297-303, 2022.