scholarly journals Cardiac Cycle Puzzle: Development and Analysis of Students’ Perception of an Online Digital Version for Teaching Cardiac Physiology

2021 ◽  
Vol 12 (1) ◽  
pp. 21-34
Author(s):  
Lais Tono Cardozo ◽  
Victor Travassos Sarinho ◽  
Luís Henrique Montrezor ◽  
Lucila Ludmila Paula Gutierrez ◽  
Érica Maria Granjeiro ◽  
...  

Cardiac physiology is a basic subject in the curriculum of health Science undergraduate courses, which allow students to understand the functional mechanisms of cardiovascular organs as well as the physiopathology of cardiovascular diseases. The puzzle of cardiac cycle has been developed to help students to understand and integrate the concepts of morphology and physiology of normal and pathological states of the heart. Considering the good acceptance of the printed puzzle by students and professors, its online version has been developed as a digital educational tool. The aims of this work were to describe the development of the online digital version of this educational game and to evaluate the students’ perception of the utility of the digital game for their learning. The digital version was developed using the figures and answers of the original printed cardiac cycle puzzle, including stages 1 and 2, in three languages: Portuguese, English and Spanish. The digital version was tested by professors of Physiology from different university institutions for validation. The final version of game was used in remote teaching in three courses in the health area, during the COVID-19 pandemic. The opinion of students about the usefulness of the game activity for their learning was analyzed by using a survey. In the opinion of participants in this study, the activity with the online digital version of the cardiac cycle puzzle was useful for their learning.

2000 ◽  
Vol 24 (1) ◽  
pp. 30-37 ◽  
Author(s):  
J R Moy ◽  
D W Rodenbaugh ◽  
H L Collins ◽  
S E DiCarlo

Traditional review sessions are typically focused on instructor-based learning. However, experts in the field of higher education have long recommended teaching modalities that incorporate student-based active-learning strategies. Given this, we developed an educational game in pulmonary physiology for first-year medical students based loosely on the popular television game show Who Wants To Be A Millionaire. The purpose of our game, Who Wants To Be A Physician, was to provide students with an educational tool by which to review material previously presented in class. Our goal in designing this game was to encourage students to be active participants in their own learning process. The Who Wants To Be A Physician game was constructed in the form of a manual consisting of a bank of questions in various areas of pulmonary physiology: basic concepts, pulmonary mechanics, ventilation, pulmonary blood flow, pulmonary gas exchange, gas transport, and control of ventilation. Detailed answers are included in the manual to assist the instructor or player in comprehension of the material. In addition, an evaluation instrument was used to assess the effectiveness of this instructional tool in an academic setting. Specifically, the evaluation instrument addressed five major components, including goals and objectives, participation, content, components and organization, and summary and recommendations. Students responded positively to our game and the concept of active learning. Moreover, we are confident that this educational tool has enhanced the students' learning process and their ability to understand and retain information.


2020 ◽  
Vol 4 (4) ◽  
pp. 30
Author(s):  
Irene Vargianniti ◽  
Kostas Karpouzis

The goal of this paper is to utilize available big and open data sets to create content for a board and a digital game and implement an educational environment to improve students’ familiarity with concepts and relations in the data and, in the process, academic performance and engagement. To this end, we used Wikipedia data to generate content for a Monopoly clone called Geopoly and designed a game-based learning experiment. Our research examines whether this game had any impact on the students’ performance, which is related to identifying implied ranking and grouping mechanisms in the game, whether performance is correlated with interest and whether performance differs across genders. Student performance and knowledge about the relationships contained in the data improved significantly after playing the game, while the positive correlation between student interest and performance illustrated the relationship between them. This was also verified by a digital version of the game, evaluated by the students during the COVID-19 pandemic; initial results revealed that students found the game more attractive and rewarding than a traditional geography lesson.


2016 ◽  
Vol 40 (3) ◽  
pp. 425-431 ◽  
Author(s):  
Lais Tono Cardozo ◽  
Aline Soares Miranda ◽  
Maria José Costa Sampaio Moura ◽  
Fernanda Klein Marcondes

The aim of the present study was to evaluate the effects of using a puzzle to learn about cardiac physiology. Students were divided into control and game groups. In class 1, the control group had a 2-h theoretical class about cardiac physiology, including a detailed description of the phases of the cardiac cycle, whereas the game group had a 50-min theoretical class without the description of the cardiac cycle. In class 2, the control group did an assessment exercise before an activity with the cardiac puzzle and the game group answered questions after the above-mentioned activity. While solving the puzzle, the students had to describe the cardiac cycle by relating the concepts of heart morphology and physiology. To evaluate short-term learning, the number of wrong answers and grades in the assessment exercise were compared between the control and game groups. To evaluate medium-term learning, we compared the grades obtained by students of the control and game groups in questions about cardiac physiology that formed part of the academic exam. In the assessment exercise, the game group presented a lower number of errors and higher score compared with the control group. In the academic exam, applied after both groups had used the puzzle, there was no difference in the scores obtained by the control and game groups in questions about cardiac physiology. These results showed a positive effect of the puzzle on students' learning about cardiac physiology compared with those not using the puzzle.


Author(s):  
Manish Kalla ◽  
Neil Herring

This chapter discusses normal function of the cardiovascular system, including cardiac physiology (the cardiac cycle, ECG, blood flow and heart sounds, control of cardiac output), vascular physiology (control of local blood flow, capillary transfer), integrated cardiovascular control,


2012 ◽  
Vol 6-7 ◽  
pp. 1016-1021
Author(s):  
Miao Miao Zeng

This article employed the concept of IMS learning design (LD) to realize the balance of “educational function” and “entertainment” in Computer-based educational game (CEG). A design structure of CEG based on activity theory was set up firstly, and then a method how to use LD to model each element in CEG was described, which was illustrated by an integration case as well. Finally, the conclusion that LD used as a framework of game activity design can improve the effectiveness of CEG was got.


1995 ◽  
Vol 268 (6) ◽  
pp. S2 ◽  
Author(s):  
M Brunner ◽  
T Moeslinger ◽  
P G Spieckermann

We have introduced echocardiography into the physiology courses for medical students to improve their understanding of cardiac physiology. Echocardiography allows a visualization of the events of the cardiac cycle and facilitates the correlation of anatomic structures with their physiological functions. The students record views on the human heart in the long and short axis, they follow wall and value motions, and they interpret the obtained data in correlation with electrocardiography and phonocardiography. Echocardiography offers the opportunity to measure the interval of isovolumetric contraction and isovolumetric relaxation and permits the calculation of parameters assigned to left ventricular contractility. An evaluation showed that medical students consider echocardiography to be the most significant and interesting part of the physiology courses. In conclusion, echocardiography has been shown to be a valuable tool for teaching cardiac physiology.


Author(s):  
Ida Syakirah Sudin ◽  
Suzana Ahmad ◽  
Marina Ismail ◽  
Norizan Mat Diah

<p>Students need to be equipped with high order thinking skill in order to prepare them with future world. Eventhough variety of programs on teaching high order thinking skills has been implemented formally in schools in Malaysia and also placed in the school curriculum, the results are not to the satisfactory.  This research is proposing a suitable educational tool which can  increase higher thinking skills among students. Keeping in mind that learning is a conceptualized multidimensional development involving three components: cognitive learning achievement, meta-cognition and motivation, an educational game with Meta-cognitive activity is proposed.  An animated puzzle game that adapts acitivities that enables to nurture meta-cognitive skills has been developed and tested.  Heuristic testing and functionality testing has been done towards the project prototype and positive results has been obtained.  An enhancement of prototype will embark a new perspective of educational mechanism and could improve students higher order thinking skills capability.</p>


Author(s):  
Jackeline Bellucci

Teaching by means of distance learning has grown rapidly in the last few years, allowing Brazilians access to improved higher education in their own country. However, certain challenges exist when it comes to teaching complex, contemporary issues such as Nanoscience and Nanotechnology (N&N). A certain amount of reflection is still required. The objective of this paper is to analyse teaching methods used in distance learning in the fields of N&N which are applied in the areas of health science, with special emphasis on potential, strengths and peculiarities. Issues such as: (i) collaborative learning and (ii) difficulties and opportunities of using distance learning in N&N, among other topics, are presented and discussed. The results indicate the potential use of distance learning in this field of study. Special attention is devoted to the multidisciplinarity and interprofessionalism of the subject as well as to the heterogeneous background of the students and the high level of abstraction.


Author(s):  
Afan Galih Salman ◽  
Natalia Chandra ◽  
Norman Norman

Game now is not just an entertainment but merely serves as a educational tool or the so-called educational games. We develop an educational game application on Android platform which provides information about Indonesian culture. The methodology used is the analysis method of information gathering, system design, implementation, and testing. Information about Indonesian culture is displayed in form of Android-based educational game application. Users will be expected to get a lot of information regarding the Indonesian culture.


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