Document Type : Original Articles
Authors
1 Department of Speech Therapy, School of Rehabilitation, Ahvaz Jundishapur University of Medical Sciences, Ahvaz, Iran.
2 Rehabilitation Research Center, Ahvaz Jundishapur University of Medical Sciences, Ahvaz, Iran.
3 Department of Communication Sciences and Disorders, University of Wisconsin-River Falls, USA.
4 Department of Physiotherapy, School of Rehabilitation, Ahvaz Jundishapur University of Medical Sciences, Ahvaz, Iran.
Abstract
Background: Previous studies have found educational games effective in improving students’ learning quality and enhancing their ability to apply material in clinical environments. Therefore, this study designed the Nava Game Multimedia Software to teach dysarthria diagnostic skills to speech therapy students and examined its effectiveness in this population.
Methods: This non-experimental descriptive-analytical study evaluated 42 speech therapy students who were divided into two groups. After designing and producing the content for the Nava educational game, the first group learned about dysarthria through theoretical instruction. In contrast, the second group received theoretical instruction supplemented by the Nava software. At the end of the training, students’ knowledge was assessed through final exam scores, and their attitudes were measured using a researcher-developed questionnaire.
Results: The mean ± standard deviation scores for the first group were 15.01 ± 1.32, and for the second group were 17.86 ± 1.04. The difference between the two groups was significant (p < 0.001). Attitude scores also differed significantly between the first group (29.61 ± 14.72) and the second group (43.14 ± 16.50) (p < 0.001).
Conclusion: Nava is a game-based software that can be installed on an Android phone. Its use led to increased learning, improved students’ attitudes toward learning, and greater satisfaction among both instructors and students regarding dysarthria diagnosis.
Highlights
Keywords
- Ellaway R, Masters K. AMEE Guide 32: e-Learning in medical education Part 1: Learning, teaching and assessment. Medical teacher, 2008. 30(5): p. 455-473.
- Bigdeli S, Kaufman D. Digital games in medical education: Key terms, concepts, and definitions. Medical journal of the Islamic Republic of Iran, 2017. 31: p. 52.
- Khazaei K, Jalilian N. The effect of educational computer games on primary school students achievement and creativity. Information and Communication Technology in Educational Sciences, 2015. 5(2 (18)): p. 23-39.
- McCoy L, Lewis JH, Dalton D. Gamification and multimedia for medical education: a landscape review. Journal of Osteopathic Medicine, 2016. 116(1): p. 22-34.
- Dicheva D, Dichev C, Agre G, Angelova G. Gamification in education: A systematic mapping study. Journal of educational technology & society. 2015 Jul 1;18(3):75-88.
- Arnold BJ. Gamification in education. Proceedings of the American Society of Business and Behavioral Sciences, 2014. 21(1): p. 32-39.
- Naderi F, Ayati M, Zare Bidaki M, Akbari Bourang M. The effect of mobile learning on metacognitive self-regulation and attitudes of students of allied health sciences. Iranian Journal of Medical Education. 2014 Mar 10;13(12):1001-10.
- Maudsley G, Taylor D, Allam O, Garner J, Calinici T, Linkman K. A Best Evidence Medical Education (BEME) systematic review of: What works best for health professions students using mobile (hand-held) devices for educational support on clinical placements? BEME Guide No. 52. Medical Teacher. 2019 Feb 1;41(2):125-40.
- Akl EA, Pretorius RW, Sackett K, Erdley WS, Bhoopathi PS, Alfarah Z, Schünemann HJ. The effect of educational games on medical students’ learning outcomes: a systematic review: BEME Guide No 14. Medical teacher. 2010 Jan 1;32(1):16-27.
- Nah FF, Zeng Q, Telaprolu VR, Ayyappa AP, Eschenbrenner B. Gamification of education: a review of literature. InInternational conference on hci in business 2014 Jun 22 (pp. 401-409). Cham: Springer International Publishing.
- Hamari J, Koivisto J, Sarsa H. Does gamification work?--a literature review of empirical studies on gamification. in 2014 47th Hawaii international conference on system sciences. 2014. Ieee.
- Moradi N, Soltani M, SHATERZADEH YM, Rahimifar P, Nasrollahi H. The Effect of using game software on voice learning in students speech therapy field.
- Mohammadi B, Vahedparast H, Ravanipour M, Sadeghi T. Comparing the effects of heart dysrhythmia training through both lecture and multimedia software approaches on the knowledge retention of nursing students..
- Duffy JR. Motor speech disorders e-book: Substrates, differential diagnosis, and management. 2019: Elsevier Health Sciences.
- Rad AR, Moradi N, Yazdi MJ, Soltani M, Mehravar M, Latifi SM. Efficacy of manual circumlaryngeal therapy in patients with muscle tension dysphonia.
- Shabani Q, ShaterzadehYazdi MJ, Soltani M, Behdarvandan A, Najarzadeh Z, Naderifar E, Dastoorpour M, Moradi N, Rahimifar P. The effects of transcutaneous electrical nerve stimulation on muscle activity pattern in professional voice users with muscle tension dysphonia using surface electromyography data: A pilot study. American Journal of Otolaryngology. 2023 Jul 1;44(4):103911.
- Zare Bidaki M, Rajabpour Sanati A, Rahmanian Sharifabad A. Designing mobile electronic books as a new model of providing learning contents for medical sciences. Strides in development of medical education. 2012 Jul 1;9(1):18-24.
- Barata G, Gama S, Jorge J, Gonçalves D. Engaging engineering students with gamification. In2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) 2013 Sep 11 (pp. 1-8). IEEE.
- Franklin S, Peat M, Lewis A. Non-traditional interventions to stimulate discussion: the use of games and puzzles. Journal of biological Education. 2003 Mar 1;37(2):79-84.
- Brewer R, Anthony L, Brown Q, Irwin G, Nias J, Tate B. Using gamification to motivate children to complete empirical studies in lab environments. InProceedings of the 12th international conference on interaction design and children 2013 Jun 24 (pp. 388-391).
- O'Donovan S, Gain J, Marais P. A case study in the gamification of a university-level games development course. InProceedings of the South African institute for computer scientists and information technologists conference 2013 Oct 7 (pp. 242-251).
- Hazavehei SM, Taghdisi MH, Mohades HH, Hasan ZA. The effects of three teaching methods of lecture, training game and role playing on knowledge and practice of middle school girls in regard to puberty nutrition.
- Shakour M, Haghani F, Shokri T, Bahramian H. The effect of game method on students' satisfaction and achievement in anatomy course. Journal of Isfahan Medical School. 2013 Aug 23;31(244):1038-47.
- Rau PL, Gao Q, Wu LM. Using mobile communication technology in high school education: Motivation, pressure, and learning performance. Computers & Education. 2008 Jan 1;50(1):1-22.
- Hwang GJ, Chang HF. A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students. Computers & Education. 2011 May 1;56(4):1023-31.
- Lu M. Effectiveness of vocabulary learning via mobile phone. Journal of computer assisted learning. 2008 Dec;24(6):515-25.
- Gilavand A, Shooriabi M, Shahzadeh B. The impact of application of mobile educational software (DMOTMC) on promoting students’ awareness of dental treatment of patients with systemic diseases. Journal of Medical Education Development. 2016 Sep 10;9(23):31-41.
- Liaw SS, Hatala M, Huang HM. Investigating acceptance toward mobile learning to assist individual knowledge management: Based on activity theory approach. Computers & Education. 2010 Feb 1;54(2):446-54.