DIGITAL LIBRARY
USE OF QUIZZI TO PROMOTE ACTIVE LEARNING IN THE SUBJECT "GENERAL PSYCHOPATHOLOGY"
University of Zaragoza (SPAIN)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Page: 4419 (abstract only)
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.1159
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
Introduction:
This project is the continuation of a teaching innovation project that began last year and aimed to improve the teaching-learning process by introducing gamification tools in the classroom, specifically through the "Quizzi" platform, in order to reinforce the acquisition of knowledge of the theoretical aspects of the subject "General Psychopathology". Through the introduction of this gamification methodology, we hope that the students would find the theoretical part of the subject more attractive, dynamic and interactive, also generating a space for discussion and resolution of doubts between teachers and students of the course. Given the good results, we have continued using this methodology.

Methodology:
The participants of this teaching innovation project are the students enrolled in the subject "General Psychopathology" of the Psychology Degree of the Teruel Campus (University of Zaragoza) offered in the second semester. A total of 155 students divided into 59 students (81.4% women) of the 2021-2022 course, with an average age of 19.8 years (SD = 1.11, range 19 - 23) and 96 students (82.3% women) of the 2022-2023 course, with an average age of 20.8 years (SD = 1.66, range 20 - 30). Through the Quizzi platform, students will have to solve a series of tasks about the theoretical contents of the subject. Specifically, students will have to solve a total of 7 self-assessments consisting of 10 questions each, with 3 answer alternatives, in a trivial format. To do so, they connect via their smartphones to the platform and answer the questions online as they appear on the screen at a pace set by the teacher. The students gain points as they answer the questions correctly and once the test is over; a ranking appears with the 3 people who have obtained the best scores in the test.

Preliminary and expected results:
The final data of this project will be collected and analyzed after the end of the course (approximately in June). The average correct score of the students of the 21-22 academic year was 53.17% (range 47%-68%).Preliminary results in the first exercises carried out through the Quizzi platform show a correct rate of 48% in the first test and 41% in the second test by the students of the 22-23 academic year. The rest of the results obtained through the Quizzi platform and the total score in each questionnaire, as well as the comparison of averages in the different academic years, will be analyzed and presented during the congress.

Conclusions:
The introduction of gamification techniques in the classroom allows students to be an active part of the teaching-learning process, encouraging their interaction, participation and motivation in the classroom, in addition to enhancing the acquisition of knowledge of the subject "General Psychopathology".
Keywords:
Gamification, Psychology Degree, General Psychopathology.