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Investigación en educación médica

versão On-line ISSN 2007-5057

Resumo

DEXTRE-VILCHEZ, Sergio Armando  e  VASQUEZ-MERCADO, Rocío Paola. Perception of the implementation of the Quizizz app in a virtual course of microbiology. Investigación educ. médica [online]. 2022, vol.11, n.41, pp.35-43.  Epub 02-Maio-2022. ISSN 2007-5057.  https://doi.org/10.22201/fm.20075057e.2022.41.21376.

Introduction:

In the context of the current pandemic, there was a need to implement virtual tools in medical education such as gamification. This is possible through the Quizizz app, which allows you to make didactic questionnaires in order to improve learning.

Objective:

Determine the perception of the implementation of the Quizizz app in a virtual course of microbiology in medical students.

Method:

Descriptive cross-sectional study. A virtual course in microbiology was conducted for medical students, divided into four chapters. At the end of each of the four chapters, the Quizizz app was used with 12 questions on the topic developed. In the last chapter, a questionnaire was applied to each participant individually with sociodemographic and academic questions and a final section on their perception of the implementation of the Quizizz app.

Results:

A total of 89 individuals agreed to fill in the survey. They were from nine Latin American countries and 62.9% were female. Of the participants 78.7% had previous experience with this type of applications, 94.4% agreed with the implementation of the Quizizz app in subjects of the career and 96.6% believe that it helped them to mentally fix the contents of the course. In addition, they scored 8.5 out of 10 on their final experience with this app. Finally, in terms of the ratings obtained, the total accuracy of the four items was 47.2%.

Conclusions:

From the result results obtained, we conclude that medical students are receptive to these types of applications. In spite of this, the desired level of success was not reached. Therefore, we recommend that it is important to consider whether its implementation is worth the investment of time and effort, or if it is only perceived as a leisure time.

Palavras-chave : Quizizz; gamification; medical education; microbiology; virtual course.

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