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Fig. 2 | BMC Medical Education

Fig. 2

From: Using online game-based platforms to improve student performance and engagement in histology teaching

Fig. 2

Summary of voluntary and anonymous responses on the student feedback forms. The survey represented a snapshot of a single educational event with a relatively large number (160) of attendees. Each person answered one of four levels of agreement or disagreement with the questions raised. Each panel of the plot shows a breakdown of the respondents into categories defined by the criteria listed below in the figure. The results of the survey indicated that the participants’ self-confidence improved with the introduction of gamification, and the students reported that the Kahoot® platform facilitated their ability to learn the course material in a more informal scenario. There was a positive association between the Kahoot® platform and the standardized mastery of the course material, as most of the students who used the platform felt that they had learned the material more comprehensively. Answers were collected by Kahoot® using a four-point Likert scale (1 = never, 2 = sometimes, 3 = often, 4 = always). Results are expressed as means, SD. Cronbach’s alpha coefficients obtained from analysis of questionnaires completed by medical and dental students of University of Eastern Finland was acceptable level coefficient of reliability for question number as follows: yellow bars (Alpha> 0.65): reasonable; green bars: satisfactory (Alpha < 0.65); red bar: unacceptable (Alpha < 0.5). Abbreviations: Q1: Did you read, printed materials related to topic during the course before each session? Q2: Gamification is an effective method for learning the basics of Histology. Q3: Gamification motivates me to learn more about morphology. Q4: The ability to collaborate with teachers during laboratory session via discussion of the game results was important. Q5: Kahoot enhances my understanding on the subjects Q6: Gamification helps to retain my knowledge Q7: The discussions during online game sessions improved my understanding of my skills. Q8: Gamification is an effective method to correct my misconception on the content Q9: I am feeling nervous if I play an online game during laboratory session Q10: The Kahoot is a better platform than other e-learning platforms Q11: I am feeling relaxed if I play an online game during laboratory session. Q12: I’m more engaged with feedback through online gamification

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