The pedagogical impact of board games in public health biology education: the Bioracer Board Game

Published on Apr 13, 2021in Journal of Biological Education0.764
· DOI :10.1080/00219266.2021.1909638
Obidimma Ezezika , Maria Fusaro (U of T: University of Toronto)+ 1 AuthorsAsal Aslemand1
Estimated H-index: 1
(U of T: University of Toronto)
Sources
Abstract
We developed an analog board game, BioRacer to further student learning in the field of public health biology and assessed its impact on learning by conducting a mixed method study. The purpose was...
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BACKGROUND Nutrition and diet-related non-communicable diseases are a major cause of death worldwide. Food preferences and eating behaviours are likely to be established during adolescence, making it an important period to promote healthy behaviours. AIM To review the effectiveness of gamification to improve fruit and vegetable intake in adolescents. METHODS A systematic search was conducted using eight databases and grey literature sources for articles published to date on the effectiveness of ...
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#1Celeste C. Ibarra-Herrera (Tec: Monterrey Institute of Technology and Higher Education)H-Index: 4
#2Alejandro Carrizosa (Tec: Monterrey Institute of Technology and Higher Education)H-Index: 1
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Engineering students often have little motivation for biology topics, thus tools that promote their interest and motivation are needed to improve the teaching–learning process in this area. The tools also should aid in the development of student competencies, a key objective of the new educational model of Tecnologico de Monterrey, the Tec21 model. In this context, an interactive approach involving app with elements of gamification and storytelling has been designed and tested in our project. Re...
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#1Biyun Huang (HKU: University of Hong Kong)H-Index: 6
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ABSTRACTIn recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activit...
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Abstract Background The partograph is a tool used to record labour observations and support decision-making. Although used globally, it has not reached its full potential. We aimed to determine whether an educational board game can improve labour-monitoring skills and influence practice. Study design A quasi-experimental study, underpinned by Kirkpatrick’s evaluation model, was used. Midwives and student midwives from Malawi, Kenya and Tanzania were given an identical hypothetical case-scenario ...
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The aim of this work is to describe the “Muscular System Game,” created to assist in the teaching-learning process concerning the physiology of the muscular system, and to evaluate its effect on th...
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#1Mutsuhiro Nakao (International University of Health and Welfare)H-Index: 2
#1Mutsuhiro Nakao (International University of Health and Welfare)H-Index: 23
Board games are played by moving game pieces in particular ways on special boards marked with patterns. To clarify the possible roles of board game use in psychosomatic medicine, the present review evaluated studies that investigated the effects of this activity on health education and treatment. A literature search conducted between January 2012 and August 2018 identified 83 relevant articles; 56 (67%) targeted education or training for health-related problems, six (7%) examined basic brain mec...
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#1Obidimma C EzezikaH-Index: 8
#2Jessica Oh (Harvard University)H-Index: 3
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Background:In Nigeria and many parts of sub-Saharan Africa, the availability of foods that are high in salt, sugar, and saturated fat is steadily increasing. This has led to an increase in the consumption of such foods among Nigerians, particularly among adolescents.Aim:This pilot study was undertaken to understand whether, and how, gamification of nutrition can have an impact on addressing the problem of unhealthy eating among Nigerian adolescents.Methods:Gamification of nutrition through board...
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#1L A Robinson (University of Derby)H-Index: 1
#2Ian J. Turner (University of Derby)H-Index: 8
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: With the launch of the teaching excellence framework, teaching in higher education (HE) is under greater scrutiny than ever before. Didactic lecture delivery is still a core element of many HE programmes but there is now a greater expectation for academics to incorporate alternative approaches into their practice to increase student engagement. These approaches may include a large array of techniques from group activities, problem-based learning, practical experience and mock scenarios to newl...
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Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that influence students’ preference for use of gamification are identified. Students are surveyed on their experiences of playing a gamified quiz, named Quick Quiz, during class. Quick Quiz features several gamification elements such as points, progress ...
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Australia’s iconic Great Barrier Reef (GBR) continues to suffer from repeated impacts of cyclones, coral bleaching, and outbreaks of the coral-eating crown-of-thorns starfish (COTS), losing much of its coral cover in the process. This raises the question of the ecosystem’s systemic resilience and its ability to rebound after large-scale population loss. Here, we reveal that around 100 reefs of the GBR, or around 3%, have the ideal properties to facilitate recovery of disturbed areas, thereby imp...
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