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Computer game-based and traditional learning method: a comparison regarding students' knowledge retention

Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring...

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Published in:BMC medical education 2013-02, Vol.13 (1), p.30-30, Article 30
Main Authors: Rondon, Silmara, Sassi, Fernanda Chiarion, Furquim de Andrade, Claudia Regina
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description Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students' prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students' performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students' short and long-term knowledge retention.
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subjects Academic achievement
Analysis
Anatomy
Anatomy & physiology
Anatomy - education
CAI
Cognition & reasoning
Cognitive ability
College students
Comparative analysis
Computer & video games
Computer assisted instruction
Computer games
Computer simulation
Computers
Design
Education
Educational aspects
Educational Environment
Educational Games
Educational Measurement
Educational Resources
Educational Strategies
Feedback
Female
Health sciences
Humans
Knowledge
Language and hearing sciences
Learner Engagement
Learning
Learning management systems
Learning Processes
Male
Mathematics Achievement
Mathematics education
Mathematics teachers
Mental Recall
Methods
Multimedia
Nontraditional Education
Physiology
Problem solving
School environment
Speaking
Speech
Speech-Language Pathology - education
Stomatognathic system
Students
Students, Health Occupations - psychology
Teaching - methods
Thinking Skills
Undergraduate Students
Video Games - psychology
Young Adult
title Computer game-based and traditional learning method: a comparison regarding students' knowledge retention
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