DIGITAL LIBRARY
APPLICATION OF THE GAME-BASED LEARNING TECHNOLOGIES IN BIOMEDICAL TEACHING
1 Universidad Francisco de Vitoria, School of Experimental Sciences (SPAIN)
2 Complutense University of Madrid (SPAIN)
About this paper:
Appears in: INTED2020 Proceedings
Publication year: 2020
Pages: 2268-2273
ISBN: 978-84-09-17939-8
ISSN: 2340-1079
doi: 10.21125/inted.2020.0693
Conference name: 14th International Technology, Education and Development Conference
Dates: 2-4 March, 2020
Location: Valencia, Spain
Abstract:
In the last years, the incorporation of play in learning has garnered a great deal of interest in higher education to motivate the students and reinforce their learning. Kahoot is a free popular e-learning tool that can be easily used in regular classroom lectures in which educators design game-based-quizzes displayed as regular lecture slides and that students respond using the browser of their electronic devices.

Several authors have demonstrated that the use of kahoot creates a learning atmosphere in the classroom improving student engagement and participation. This study is aimed to evaluate the use of kahoot as game-based learning tool in the teaching of Biopharmacy and Pharmakokinetics. This is a theoretical-practical discipline included in Pharmacy degree. This project was undertaken during the first trimester (September-November) of the current academic year (2019/2020) with a total of 35 students. A total 5 kahoots were performed (approximately every two weeks) in both theoretical and seminar lessons. The opinion of the students about the difficulty of this discipline and the use of kahoot as teaching tool was evaluated with a survey at the end of the project.

As regards kahoot in general, most part of the students show a high satisfaction grade with this tool. The 90% of them consider it is an easy to use tool, the 84% that facilitates learning and the 80% that has no disadvantages. As regards kahoot use in Biopharmacy and Pharmacokinetics teaching, the 81% of the students consider that the incorporation of this tool makes easy the learning of this discipline, being useful in both theoretical lessons and seminars ( the 82% of the students consider that kahoot is serviceable in seminars). This is particularly interesting considering that the 50% of the students think that Biopharmacy and Pharmacokinetics is a difficult learning discipline.

In conclusion, kahoot is a game-based-learning tool very well valued by students and useful in the teaching of biomedical disciplines in both theoretical lessons and seminars.
Keywords:
Gamification, Kahoot, Biopharmacy and Pharmacokinetics.