Gamification in Occupational Therapy Courses

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11 Questions

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

To increase student motivation

What is the estimated number of students that can participate in the collaborative escape room simultaneously?

24-30 students

How was the escape room evaluated in the experiment?

Using feedback surveys and comparing students' performances before and after the game

How many times was the escape room tested in an occupational therapy degree program?

Three times

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

Teamwork

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

To evaluate the psychosocial impact of different assistive devices on deaf and hard of hearing people

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

56.12 years

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

The use of assistive devices had a positive psychosocial impact

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

A positive correlation between the psychosocial impact and the probability of future abandonment

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

It is important for the adoption process of assistive technologies

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

To evaluate the psychosocial impact of assistive devices on deaf and hard of hearing people

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.

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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