Master'sOpen Access

Application of gamification approaches in anatomy education in the department of physiotherapy and rehabilitation: Anatoedu

2025
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Advisor: Yrd. Doç. Dr. Mehmet Kara

Abstract (EN)

This study was conducted to evaluate the application of a gamified anatomy course among students studying at the Faculty of Health Sciences. It is a descriptive study. The target group of the study consisted of undergraduate students of the Faculty of Health Sciences of Kocaeli Health and Technology University, Physiotherapy and Rehabilitation students taking anatomy courses (n=42). Data were collected using the 'Descriptive Characteristics Form', 'Anatomy Information Form', and 'Game Experience Scale'. Anatomy knowledge test scores increased significantly after the game application. The highest mean scores among the sub-dimensions of the students' gaming experience scale were found in the sub-dimensions of enjoyment (26.74±3.43), engagement (22.77±5.85), and interaction (12.00±1.71). A significant difference was found between the engagement sub-dimension and the gaming experience scale in terms of the total scores of students who had no previous educational gaming experience compared to students who had educational gaming experience. As a result, it was found that students enjoyed the gamified anatomy course and that it was effective in increasing their knowledge levels. In this context, gamification as one of the innovative methods in theoretical courses should be expanded.

Author

Dr. Mustafa Kuş

How to Cite

Mustafa Kuş (Master Thesis). Application of gamification approaches in anatomy education in the department of physiotherapy and rehabilitation: Anatoedu, 2025, Kocaeli Health and Technology University.

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