About this paper

Appears in:
Pages: 2258-2265
Publication year: 2017
ISBN: 978-84-697-6957-7
ISSN: 2340-1095
doi: 10.21125/iceri.2017.0656

Conference name: 10th annual International Conference of Education, Research and Innovation
Dates: 16-18 November, 2017
Location: Seville, Spain


P. Aparicio-Martínez1, A.J. Perea-Moreno2, C. de la Cruz-Lovera2, M.P. Martínez-Jiménez2, M. Vaquero-Abellán3

1Universidad de Córdoba, Departamento de Enfermería (SPAIN)
2Universidad de Córdoba, Departamento de Física Aplicada (SPAIN)
3Universidad de Córdoba, Departamento de Prevención de Riesgos Laborales y Medioambiente (SPAIN)
Nowadays, the research focused on the teaching methodology show the benefits of the active learning. In addition, the rapid development of network and multimedia technologies has allowed obtaining new ways of learning as a complement or alternative to traditional learning based on master classes and real experiments in practices. As a result, an efficient alternative to get the students to learn by themselves and in an efficient way has been developed in order to make them able to handle different situations such as the instruments used in medical practices. In addition, this alternative could be combined with the use of virtual reality techniques before the incorporation of the student to those practices. From the standpoint of effectiveness, there are studies that show how students’ agreement with the use of virtual workplace web in the learning process.
Moreover, in the last years it has been extended the use of Gamification back up for the use of the Information and Communication Technologies (ITCs) (ICTs). The Gamification is described as a tool which takes advantage of the elements that make attractive as a playful activity in other contexts. The Gamification favour development of skills and abilities, as the formation of the students in different fields. However, it is not only made for the learning of the games but also it persecute the identification of the inside elements from the game, such as reward points or level up.

Material and Methods:
The methodology has been divided on:
1º Fulfilment of a descriptive observational study about a students’ sample from UCO that have been enrolled and passed the practices
2º Development of formative and informative e-games: (http://www.uco.es/investiga/grupos/LVRiesgosLaborales/formacion-sanitaria/juegos). The games area is based on three different games developed by Genial.ly software: the microorganism search around the hospital, Biolchis which is focused on gaming by dice and the pathogen search called the Mapamundi. All the games integrate breve tutorials about the pathogens or microorganism found; their area of influence and the sanitary outcomes.
The Biolchis e-game contains several Information and Communication Technologies (ITCs) such videos from YouTube or Vimeo, information and links, surveys that allow a feed-back from the student or social networks.
3º Students’ valuation of the e-game.

1. It has been resolved the basic and specific knowledge of the nursing students of the fourth grade
2. It has been implemented a mobile e-game called Biolchis.
3. It has been evaluated the students satisfaction’s degree about the e-game and the frequency of the correct answers obtained in the surveys inside the e-game.

The evaluation of the specific knowledge shows that the frequency of correct answers is similar to the obtained by students and lower by the professionals shown in previous researchers. The incidence of biological accidents, most of them needlsticks, although is under the media, should be lower.
The e-games incorporates the interactive formation in order to decrease the incidence of biological accidents, specially the needlsticks and it is well evaluated by the students considerate it a resourceful resource in the self-learning and in interactive and ubiquitous information. To sum up, the results, obtained by the surveys inside the game, shows a high frequency of correct answer and it is describe as funny to use.
author = {Aparicio-Mart{\'{i}}nez, P. and Perea-Moreno, A.J. and de la Cruz-Lovera, C. and Mart{\'{i}}nez-Jim{\'{e}}nez, M.P. and Vaquero-Abell{\'{a}}n, M.},
series = {10th annual International Conference of Education, Research and Innovation},
booktitle = {ICERI2017 Proceedings},
isbn = {978-84-697-6957-7},
issn = {2340-1095},
doi = {10.21125/iceri.2017.0656},
url = {https://dx.doi.org/10.21125/iceri.2017.0656},
publisher = {IATED},
location = {Seville, Spain},
month = {16-18 November, 2017},
year = {2017},
pages = {2258-2265}}
AU - P. Aparicio-Martínez AU - A.J. Perea-Moreno AU - C. de la Cruz-Lovera AU - M.P. Martínez-Jiménez AU - M. Vaquero-Abellán
SN - 978-84-697-6957-7/2340-1095
DO - 10.21125/iceri.2017.0656
PY - 2017
Y1 - 16-18 November, 2017
CI - Seville, Spain
JO - 10th annual International Conference of Education, Research and Innovation
JA - ICERI2017 Proceedings
SP - 2258
EP - 2265
ER -
P. Aparicio-Martínez, A.J. Perea-Moreno, C. de la Cruz-Lovera, M.P. Martínez-Jiménez, M. Vaquero-Abellán (2017) MOBILIZING E-GAME CALLED BIOLCHIS, ICERI2017 Proceedings, pp. 2258-2265.