Empowering human anatomy education through gamification and artificial intelligence: An innovative approach to knowledge appropriation

dc.contributor.authorCastellano, Monica Stambuk
dc.contributor.authorContreras-McKay, Ignacio
dc.contributor.authorNeyem, Andres
dc.contributor.authorFarfan, Emilio
dc.contributor.authorInzunza, Oscar
dc.contributor.authorOttone, Nicolas E.
dc.contributor.authordel Sol, Mariano
dc.contributor.authorAlario-Hoyo, Carlos
dc.contributor.authorAlvarado, Macarena Soto
dc.contributor.authorTubbs, R. Shane
dc.date.accessioned2024-01-10T13:45:26Z
dc.date.available2024-01-10T13:45:26Z
dc.date.issued2023
dc.description.abstractGamification has appeared as an alternative educational methodology to traditional tools. Specifically, in anatomy teaching, multiple technological applications have emerged in response to the difficulties of accessing cadaveric material; however, there is insufficient information about the effects of these applications on the performance achieved by students, or about to the best way to adapt learning to meet their educational needs. In this study, we investigated how teaching human anatomy through a mobile gamified technological tool containing recommendation systems can be combined with a virtual assistant to improve the learning and academic performance of medical students in the Anatomy Department at the Universidad de La Frontera in Temuco, Chile and the Anatomy Department at the Pontificia Universidad Catolica de Chile. In total, 131 students participated in the experiment, which was divided into two case studies. The main findings led to the conclusion that gamified components support students in learning anatomy. In addition, the predictions and recommendations provided by the virtual assistant enabled the academic aspects that the students needed to improve to be extracted adequately. Future work is expected to support adaptive learning by incorporating new artificial intelligence in education elements that can generate personalized scenarios for studying anatomy based on the application.
dc.fechaingreso.objetodigital03-04-2024
dc.fuente.origenWOS
dc.identifier.doi10.1002/ca.24074
dc.identifier.eissn1098-2353
dc.identifier.issn0897-3806
dc.identifier.urihttps://doi.org/10.1002/ca.24074
dc.identifier.urihttps://repositorio.uc.cl/handle/11534/79031
dc.identifier.wosidWOS:001028986900001
dc.information.autorucFacultad de Educación; Soto Alvarado, Macarena Belen; S/I; 1092387
dc.language.isoen
dc.nota.accesocontenido parcial
dc.publisherWILEY
dc.revistaCLINICAL ANATOMY
dc.rightsacceso restringido
dc.subjectanatomy
dc.subjectartificial intelligence
dc.subjectgamification
dc.subject.ods04 Quality Education
dc.subject.odspa04 Educación y calidad
dc.titleEmpowering human anatomy education through gamification and artificial intelligence: An innovative approach to knowledge appropriation
dc.typeartículo
sipa.codpersvinculados1092387
sipa.indexWOS
sipa.trazabilidadCarga SIPA;09-01-2024
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