Gamification in Occupational Therapy Courses
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Questions and Answers

What is the main objective of introducing gamification strategies in occupational therapy courses?

  • To decrease the number of students in classes
  • To increase student motivation (correct)
  • To eliminate collaborative learning
  • To promote traditional learning methods
  • What is the estimated number of students that can participate in the collaborative escape room simultaneously?

  • 30-40 students
  • 10-15 students
  • 20-25 students
  • 24-30 students (correct)
  • How was the escape room evaluated in the experiment?

  • Through a quiz
  • By observing students' behavior during the game
  • Using feedback surveys and comparing students' performances before and after the game (correct)
  • Through a written test
  • How many times was the escape room tested in an occupational therapy degree program?

    <p>Three times</p> Signup and view all the answers

    What is the primary skill promoted by the game-based learning approach in this experiment?

    <p>Teamwork</p> Signup and view all the answers

    What is the primary goal of the study mentioned in the content?

    <p>To evaluate the psychosocial impact of different assistive devices on deaf and hard of hearing people</p> Signup and view all the answers

    What was the average age of the participants in the study?

    <p>56.12 years</p> Signup and view all the answers

    What was the finding of the study regarding the psychosocial impact of assistive devices?

    <p>The use of assistive devices had a positive psychosocial impact</p> Signup and view all the answers

    What was the relationship identified between the psychosocial impact and the probability of future abandonment?

    <p>A positive correlation between the psychosocial impact and the probability of future abandonment</p> Signup and view all the answers

    What is the importance of considering the psychosocial impact derived from the use of a device?

    <p>It is important for the adoption process of assistive technologies</p> Signup and view all the answers

    What is the Psychosocial Impact of Assistive Devices Scale used for?

    <p>To evaluate the psychosocial impact of assistive devices on deaf and hard of hearing people</p> Signup and view all the answers

    Study Notes

    Gamification in Occupational Therapy Courses

    • This study introduces gamification strategies in occupational therapy courses to increase student motivation and promote game-based learning.

    Escape Room Adaptation

    • The concept of escape rooms is adapted for educational environments of health sciences, such as occupational therapy.
    • The escape room is designed to promote key skills, including teamwork.

    Collaborative Escape Room Software

    • A computer software was created for a collaborative escape room, allowing online simultaneous play for 24-30 students.

    Experiment Design

    • The experiment was tested three times in an occupational therapy degree program with a total of 75 students.
    • The escape room was based on two different subjects, but can be adapted to others.

    Evaluation Methodology

    • The escape room was evaluated using feedback surveys and comparing students' performances before and after the game.
    • Descriptive exploratory statistical analysis was used to assess the effectiveness of the escape room.

    Assistive Devices for Deaf and Hard of Hearing People

    • Deaf and hard of hearing individuals use various assistive devices and technologies to cope with difficulties arising from hearing loss.
    • Few studies have examined the perceived psychosocial impact of assistive devices and technologies, apart from hearing aids.

    Study Objectives and Methodology

    • The main objective of the study was to assess the psychosocial impact of different assistive devices on deaf and hard of hearing people.
    • The study used the Psychosocial Impact of Assistive Devices Scale to assess the impact.
    • The sample consisted of 291 individuals, including 176 women and 115 men, with an average age of 56.12 years (SD= 25.11).

    Study Results

    • The use of assistive devices had a positive psychosocial impact on deaf and hard of hearing people.
    • The impact varied slightly depending on the specific type of device used.
    • A relationship was found between the psychosocial impact and the probability of future abandonment of a hearing aid or a cochlear implant.

    Conclusion

    • Considering the psychosocial impact of a device is crucial in the adoption process of assistive technologies for deaf and hard of hearing people.

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    Description

    This quiz explores the integration of gamification strategies in occupational therapy education, using escape room concepts to enhance student motivation and teamwork skills.

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