Effectiveness of M-learning and Gamification in Undergraduate Medical Education in Southern Coastal Karnataka
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Mobile(M)- Learning and Gamification have been shown to be effective in teaching. Quizizz is a platform which enables the use of these techniques. This study was done to assess the effectiveness and feasibility of the M-learning application Quizizz in undergraduate medical education. A quasi-experimental study was done among the medical students at a private medical college. Pre-test was conducted in the quiz mode of Quizizz, and integrated class and post-test was conducted in the lesson mode of Quizizz. Feedback was taken in the 5-point Likert scale regarding the Quizizz platform using a self-administered Google Form. The anonymised scored from the test and the feedback were analysed to meet the study objectives. Of the 91 students who answered both the pre-test and post-test, the mean score increased in the post-test compared to the pre-test and the mean time taken also reduced. The feedback received from the students also suggested that the platform was easy to use and increased the attentiveness of the students. The friendly competition made the learning fun and increased participation of the students. Hence, M-learning and Gamification are viable and beneficial ways to improve information acquisition in medical education