Let’s Kahoot! Anatomy

Anatomy education in medical schools has always been considered demanding, as students need to learn and remember vast amount of information about the human body. Since ongoing technological innovation, is changing how humans intera ct with information, integrating the web in anatomy education can provide students a way to revise what they have learned in an in teractive and competitive means. There has been research on the use of game-based response systems to engage learners during lectures; ho wever, a significant gap exists in demonstrating the value of game-based learning to motivate medical students learning anatomy. This s udy aims at revealing the effects of using mobile phones and a game-based classroom response system as a closure activity to foster anatomy learning. To that end, 45 medical school students were given a Kahoot! quiz at the end of each anatomy lecture during two semes ters. Higher attendance and participation and more focused and engaged students in class have been the observed benefits of the appli cati n. The findings suggest that game-based response systems can be used in core subjects like anatomy education as a closure activity .

[1]  Johannes C. Cronjé,et al.  Defining Mobile Learning in the Higher Education Landscape , 2010, J. Educ. Technol. Soc..

[2]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[3]  Jacob E. Barkley,et al.  The Relationship Between Cell Phone Use and Academic Performance in a Sample of U.S. College Students , 2015 .

[4]  Samuel S. Peng,et al.  University Students' Internet Use and Its Relationships with Academic Performance, Interpersonal Relationships, Psychosocial Adjustment, and Self-Evaluation , 2008, Cyberpsychology Behav. Soc. Netw..

[5]  Ximena López,et al.  Beyond Nintendo: design and assessment of educational video games for first and second grade students , 2003, Comput. Educ..

[6]  Alexander von Eye,et al.  A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships , 2011, Comput. Hum. Behav..

[7]  I. Brown Art on the move: Mobility – a way of life , 2009 .

[8]  Griffiths The educational benefits of videogames , 2002 .

[9]  Kursat Cagiltay,et al.  Mobile Assisted Language Learning English Pronunciation at Learners Fingertips , 2009 .

[10]  M. Prensky H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom , 2009 .

[11]  Alison K. Banikowski,et al.  Strategies To Enhance Memory Based on Brain-Research. , 2017 .

[12]  Peter Goodyear,et al.  A little healthy competition: using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content , 2015, BMC Medical Education.

[13]  Nicola Whitton,et al.  The Place of Game-Based Learning in an Age of Austerity. , 2012 .

[14]  Alf Inge Wang,et al.  The wear out effect of a game-based student response system , 2015, Comput. Educ..

[15]  Z. Dörnyei Motivation and Motivating in the Foreign Language Classroom , 1994 .

[16]  J. Boruff,et al.  Mobile devices in medicine: a survey of how medical students, residents, and faculty use smartphones and other mobile devices to find information. , 2014, Journal of the Medical Library Association : JMLA.

[17]  Toshio Okamoto,et al.  A Personalized Mobile Mathematics Tutoring System for Primary Education , 2009 .

[18]  Mohan Chinnappan,et al.  Role of mobile digital technology in fostering the construction of pedagogical and content knowledge of mathematics , 2009 .

[19]  Kieran Walsh,et al.  Mobile Learning in Medical Education: Review , 2015, Ethiopian journal of health sciences.

[20]  A. Cattell Grown Up Digital – How the Net Generation Is Changing Your World , 2009 .

[21]  Jan Herrington,et al.  New technologies, new pedagogies: Mobile learning in higher education , 2009 .

[22]  Jonathan White,et al.  ‘It's on my iPhone’: attitudes to the use of mobile computing devices in medical education, a mixed-methods study , 2012, BMJ Open.

[23]  J. Traxler Defining, Discussing and Evaluating Mobile Learning: The moving finger writes and having writ . . . . , 2007 .

[24]  Christopher R. Jones,et al.  Net generation or Digital Natives: Is there a distinct new generation entering university? , 2010, Comput. Educ..

[25]  Patricia Thornton,et al.  Using mobile phones in English education in Japan , 2005, J. Comput. Assist. Learn..

[26]  L. Chu,et al.  Mobile computing in medical education: opportunities and challenges , 2012, Current opinion in anaesthesiology.

[27]  Lars Erik Holmquist,et al.  Tools for Students Doing Mobile Fieldwork , 2008, Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008).

[28]  Ya-Ting Carolyn Yang,et al.  Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation , 2012, Comput. Educ..

[29]  E. Anyanwu Anatomy adventure: A board game for enhancing understanding of anatomy , 2014, Anatomical sciences education.

[30]  William C. Bozeman Educational Technology: Best Practices from America's Schools , 1998 .