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    <IdentifierDoi>10.3205/zma001860</IdentifierDoi>
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    <ArticleType language="en">research article</ArticleType>
    <ArticleType language="de">Forschungsarbeit</ArticleType>
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      <Title language="en">The influence of gamification on the teaching assessment of human anatomy</Title>
      <TitleTranslated language="de">Der Einfluss von Gamification auf die Leistungsbewertung im Anatomieunterricht</TitleTranslated>
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          <Lastname>Garc&#237;a-Barrios</Lastname>
          <LastnameHeading>Garc&#237;a-Barrios</LastnameHeading>
          <Firstname>Alberto</Firstname>
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          <Affiliation>University of Zaragoza, School of Medicine, Department of Human Anatomy and Histology, Zaragoza, Spain</Affiliation>
          <Affiliation>Health Research Institute of Arag&#243;n, Medical and Genetic Research Group (GIIS099), Arag&#243;n, Spain</Affiliation>
          <Affiliation>Antecessor B51&#95;23D (Gobierno de Arag&#243;n), Arag&#243;n, Spain</Affiliation>
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          <Affiliation>Universit&#228;t Zaragoza, Medizinische Fakult&#228;t, Abteilung f&#252;r Humananatomie und Histologie, Zaragoza, Spanien</Affiliation>
          <Affiliation>Gesundheitsforschungsinstitut Arag&#243;n, Forschungsgruppe Medizin und Genetik (GIIS099), Arag&#243;n, Spanien</Affiliation>
          <Affiliation>Antecessor B51&#95;23D (Gobierno de Arag&#243;n), Arag&#243;n, Spanien</Affiliation>
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          <Lastname>Cisneros-Gimeno</Lastname>
          <LastnameHeading>Cisneros-Gimeno</LastnameHeading>
          <Firstname>Ana Isabel</Firstname>
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        <Address language="en">University of Zaragoza, School of Medicine, Department of Human Anatomy and Histology, c&#47;Domingo Miral, s&#47;n, ES-50009 Zaragoza, Spain, Phone: &#43;34 976762069<Affiliation>University of Zaragoza, School of Medicine, Department of Human Anatomy and Histology, Zaragoza, Spain</Affiliation><Affiliation>Health Research Institute of Arag&#243;n, Medical and Genetic Research Group (GIIS099), Arag&#243;n, Spain</Affiliation><Affiliation>Antecessor B51&#95;23D (Gobierno de Arag&#243;n), Arag&#243;n, Spain</Affiliation></Address>
        <Address language="de">Universit&#228;t Zaragoza, Medizinische Fakult&#228;t, Abteilung f&#252;r Humananatomie und Histologie, C&#47; Domingo Miral, s&#47;n, ES-50009 Zaragoza, Spanien, Tel.: &#43;34 976762069<Affiliation>Universit&#228;t Zaragoza, Medizinische Fakult&#228;t, Abteilung f&#252;r Humananatomie und Histologie, Zaragoza, Spanien</Affiliation><Affiliation>Gesundheitsforschungsinstitut Arag&#243;n, Forschungsgruppe Medizin und Genetik (GIIS099), Arag&#243;n, Spanien</Affiliation><Affiliation>Antecessor B51&#95;23D (Gobierno de Arag&#243;n), Arag&#243;n, Spanien</Affiliation></Address>
        <Email>aicisner&#64;unizar.es</Email>
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          <Lastname>Benito-Rodr&#237;guez</Lastname>
          <LastnameHeading>Benito-Rodr&#237;guez</LastnameHeading>
          <Firstname>Jes&#250;s</Firstname>
          <Initials>J</Initials>
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          <Affiliation>University of Zaragoza, School of Medicine, Department of Human Anatomy and Histology, Zaragoza, Spain</Affiliation>
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          <Affiliation>Universit&#228;t Zaragoza, Medizinische Fakult&#228;t, Abteilung f&#252;r Humananatomie und Histologie, Zaragoza, Spanien</Affiliation>
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          <Lastname>Whyte-Orozco</Lastname>
          <LastnameHeading>Whyte-Orozco</LastnameHeading>
          <Firstname>Jaime</Firstname>
          <Initials>J</Initials>
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        <Address language="en">
          <Affiliation>University of Zaragoza, School of Medicine, Department of Human Anatomy and Histology, Zaragoza, Spain</Affiliation>
          <Affiliation>Health Research Institute of Arag&#243;n, Medical and Genetic Research Group (GIIS099), Arag&#243;n, Spain</Affiliation>
          <Affiliation>Antecessor B51&#95;23D (Gobierno de Arag&#243;n), Arag&#243;n, Spain</Affiliation>
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          <Affiliation>Universit&#228;t Zaragoza, Medizinische Fakult&#228;t, Abteilung f&#252;r Humananatomie und Histologie, Zaragoza, Spanien</Affiliation>
          <Affiliation>Gesundheitsforschungsinstitut Arag&#243;n, Forschungsgruppe Medizin und Genetik (GIIS099), Arag&#243;n, Spanien</Affiliation>
          <Affiliation>Antecessor B51&#95;23D (Gobierno de Arag&#243;n), Arag&#243;n, Spanien</Affiliation>
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          <Lastname>Rubio-Aranda</Lastname>
          <LastnameHeading>Rubio-Aranda</LastnameHeading>
          <Firstname>Encarcac&#237;&#243;n</Firstname>
          <Initials>E</Initials>
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          <Affiliation>University of Zaragoza, School of Medicine, Department of Microbiology, Paediatrics, Radiology and Public Health, Zaragoza, Spain</Affiliation>
          <Affiliation>B43&#95;23R: Agua y Salud Ambiental (Gobierno de Arag&#243;n), Arag&#243;n, Spain</Affiliation>
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          <Affiliation>Universit&#228;t Zaragoza, Medizinische Fakult&#228;t, Abteilung f&#252;r Mikrobiologie, P&#228;diatrie, Radiologie und &#214;ffentliches Gesundheitswesen, Zaragoza, Spanien</Affiliation>
          <Affiliation>B43&#95;23R: Agua y Salud Ambiental (Gobierno de Arag&#243;n), Arag&#243;n, Spanien</Affiliation>
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          <Corporatename>German Medical Science GMS Publishing House</Corporatename>
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        <Address>D&#252;sseldorf</Address>
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    <SubjectGroup>
      <SubjectheadingDDB>610</SubjectheadingDDB>
      <Keyword language="en">anatomy</Keyword>
      <Keyword language="en">medical education</Keyword>
      <Keyword language="en">gamification</Keyword>
      <Keyword language="en">health professions education</Keyword>
      <Keyword language="de">Anatomie</Keyword>
      <Keyword language="de">Medizinstudium</Keyword>
      <Keyword language="de">Gamification</Keyword>
      <Keyword language="de">Ausbildung in den Gesundheitswissenschaften</Keyword>
      <SectionHeading language="en">gamification</SectionHeading>
      <SectionHeading language="de">Gamification</SectionHeading>
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    <DateReceived>20250321</DateReceived>
    <DateRevised>20251231</DateRevised>
    <DateAccepted>20260320</DateAccepted>
    <DatePublishedList>
      <DatePublished>20260615</DatePublished>
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    <Language>engl</Language>
    <LanguageTranslation>germ</LanguageTranslation>
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      <AltText language="en">This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 License.</AltText>
      <AltText language="de">Dieser Artikel ist ein Open-Access-Artikel und steht unter den Lizenzbedingungen der Creative Commons Attribution 4.0 License (Namensnennung).</AltText>
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      <Journal>
        <ISSN>2366-5017</ISSN>
        <Volume>43</Volume>
        <Issue>5</Issue>
        <JournalTitle>GMS Journal for Medical Education</JournalTitle>
        <JournalTitleAbbr>GMS J Med Educ</JournalTitleAbbr>
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    <ArticleNo>66</ArticleNo>
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    <Abstract language="de" linked="yes"><Pgraph>In den letzten Jahrzehnten ist die Zahl der Unterrichtsstunden im Anatomieunterricht an medizinischen Fakult&#228;ten zur&#252;ckgegangen, was zur Einf&#252;hrung innovativer Methoden wie Gamification und Serious Games gef&#252;hrt hat, um die Lernleistung und Motivation der Studierenden zu verbessern. In dieser Studie wurde der Einfluss dieser Instrumente auf die Abschlussnoten der Studierenden im Fach Humananatomie I: Bewegungsapparat &#252;ber vier aufeinanderfolgende Studienjahre (2020&#8211;2024) untersucht.</Pgraph><Pgraph>Es wurden zwei Gruppen verglichen: eine mit traditioneller Methodik und eine, in die Gamification-Aktivit&#228;ten integriert wurden, wobei Inhalte, Lehrpersonal und Bewertungskriterien unver&#228;ndert blieben.</Pgraph><Pgraph>Studierende, die an gamifizierten Lehrveranstaltungen teilnahmen, erzielten in den vier untersuchten Studienjahren signifikant bessere Noten als die Kontrollgruppe (p&#60;0,005). Signifikante Unterschiede zwischen den Geschlechtern oder den einzelnen Studienjahren zeigten sich jedoch nicht.</Pgraph><Pgraph>Gamification in der Hochschulbildung ist neben ihrer motivierenden und aktivierenden Funktion im Unterricht ein effektives Instrument zur Verbesserung der Studienleistungen in den Gesundheitswissenschaften.</Pgraph></Abstract>
    <Abstract language="en" linked="yes"><Pgraph>Anatomy teaching in medical schools has experienced a reduction in teaching hours in recent decades, which has led to the implementation of innovative methodologies, such as gamification and serious games, to improve student learning and motivation. In this study we evaluated the impact of these tools on the final grades of students enrolled in human anatomy I: Locomotor system for four consecutive academic years (2020-2024).</Pgraph><Pgraph>Two groups were compared: one with traditional methodology and another that integrated gamification activities, and in which the content, teaching staff and assessment criteria remained unchanged.</Pgraph><Pgraph>Students who participated in gamified teaching obtained significantly (p&#60;0.005) better grades than the control group in the four teaching courses studied. However, no significant differences were observed between sexes or between the different academic years. </Pgraph><Pgraph>Gamification in higher education, in addition to motivating and energising classes, is an effective and versatile tool for optimising academic performance in the health sciences.</Pgraph></Abstract>
    <TextBlock name="1. Introduction" linked="yes" language="en">
      <MainHeadline>1. Introduction</MainHeadline><Pgraph>The amount of time devoted to the study of anatomical sciences in medical schools varies around the world, as it is necessary to have a good foundation for the professional development of future physicians, regardless of their specialty <TextLink reference="1"></TextLink>, and to establish a relationship between anatomical knowledge and clinical experience to enable students to develop diagnostic reasoning skills <TextLink reference="2"></TextLink>. However, despite its importance, the vast majority of universities have reduced the number of hours devoted to the study of anatomy in recent decades <TextLink reference="3"></TextLink>, <TextLink reference="4"></TextLink>, <TextLink reference="5"></TextLink>. </Pgraph><Pgraph>The reduction of time allocated to anatomy teaching and the presence of new generations, Generation Z or Digital Natives, in higher education classrooms have stimulated the emergence of new and innovative teaching methodologies (problem-based learning, 3D platforms, gamification and game-based learning) to address the teaching and learning process of students, and to improve the confidence of new graduates in their anatomical knowledge <TextLink reference="6"></TextLink>, <TextLink reference="7"></TextLink>.</Pgraph><Pgraph>Gamification, in particular, is a novel alternative that involves the use of game-like features in non-game contexts and teaching-learning sessions for the purpose of acquiring knowledge <TextLink reference="8"></TextLink>, <TextLink reference="9"></TextLink>, <TextLink reference="10"></TextLink>, <TextLink reference="11"></TextLink>, <TextLink reference="12"></TextLink>, <TextLink reference="13"></TextLink>. For its part, game-based learning involves the use of complete games designed specifically to facilitate the learning of content or skills, while serious games are developed with an explicit educational purpose that goes beyond entertainment <TextLink reference="14"></TextLink>.</Pgraph><Pgraph>Although game-based learning (GBL), serious games and gamification are usually associated with the same group, they are concepts with different characteristics <TextLink reference="3"></TextLink>, <TextLink reference="15"></TextLink>, <TextLink reference="16"></TextLink>. Gamification uses game concepts to make the teaching and learning process more enjoyable and fun, GBL involves modifying a game to achieve a certain learning outcome, and serious games are created specifically for teaching and learning purposes <TextLink reference="8"></TextLink>, <TextLink reference="11"></TextLink>, <TextLink reference="15"></TextLink>, <TextLink reference="17"></TextLink>, <TextLink reference="18"></TextLink>, <TextLink reference="19"></TextLink>.</Pgraph><Pgraph>Several studies have shown that these strategies can improve student engagement, promote meaningful learning, and strengthen key skills such as clinical reasoning, decision-making, teamwork, and problem-solving in safe and controlled environments <TextLink reference="20"></TextLink>, <TextLink reference="21"></TextLink>, <TextLink reference="22"></TextLink>, <TextLink reference="23"></TextLink>. In medical education, serious games and gamification have been successfully applied in areas such as anatomy teaching, clinical simulation, surgical skills training, interprofessional education, and formative assessment <TextLink reference="24"></TextLink>, <TextLink reference="25"></TextLink>.</Pgraph><Pgraph>The use of gamification is widely implemented in medical education, through the application of numerous new tools, but in most cases, studies approach gamification from a qualitative point of view based on student perception in relation to aspects such as student motivation, interaction or participation <TextLink reference="26"></TextLink>, <TextLink reference="27"></TextLink>.</Pgraph><Pgraph>The aim of this work was to evaluate the effect of the use of gaming, in all its variants (gamification, GBL and serious games) on the academic results of students in 4 consecutive teaching years (from 2020-2021 to 2023-2024) in the subject of human anatomy I: Locomotor system.</Pgraph></TextBlock>
    <TextBlock name="1. Einleitung" linked="yes" language="de">
      <MainHeadline>1. Einleitung</MainHeadline><Pgraph>Der zeitliche Umfang, der dem Studium der anatomischen Wissenschaften an medizinischen Fakult&#228;ten weltweit gewidmet wird, ist sehr unterschiedlich, da solide Grundlagen f&#252;r die berufliche Entwicklung zuk&#252;nftiger &#196;rztinnen und &#196;rzte &#8211; unabh&#228;ngig von ihrer sp&#228;teren Fachrichtung &#8211; unerl&#228;sslich sind <TextLink reference="1"></TextLink> und zudem eine Verbindung zwischen anatomischem Wissen und klinischer Erfahrung hergestellt werden muss, damit Studierende ein diagnostisches Denkverm&#246;gen entwickeln k&#246;nnen <TextLink reference="2"></TextLink>. Trotz dieser Bedeutung hat die &#252;berwiegende Mehrheit der Universit&#228;ten die Unterrichtsstunden f&#252;r Anatomie in den letzten Jahrzehnten reduziert <TextLink reference="3"></TextLink>, <TextLink reference="4"></TextLink>, <TextLink reference="5"></TextLink>.</Pgraph><Pgraph>Die Verringerung der f&#252;r den Anatomieunterricht vorgesehenen Zeit und die Pr&#228;senz neuer Generationen &#8211; der Generation Z beziehungsweise der Digital Natives &#8211; in den H&#246;rs&#228;len der Hochschulen haben die Entwicklung neuer und innovativer Lehrmethoden wie problembasiertem Lernen, 3D-Plattformen, Gamification und Game-Based Learning gef&#246;rdert, um den Lehr- und Lernprozess der Studierenden zu unterst&#252;tzen und das Vertrauen der Absolventinnen und Absolventen in ihr anatomisches Wissen zu st&#228;rken <TextLink reference="6"></TextLink>, <TextLink reference="7"></TextLink>.</Pgraph><Pgraph>Gamification stellt insbesondere eine neuartige Alternative dar, bei der spiel&#228;hnliche Elemente in spielfremden Kontexten und in Lehr-Lern-Einheiten eingesetzt werden, mit dem Ziel, den Erwerb von Wissen zu f&#246;rdern <TextLink reference="8"></TextLink>, <TextLink reference="9"></TextLink>, <TextLink reference="10"></TextLink>, <TextLink reference="11"></TextLink>, <TextLink reference="12"></TextLink>, <TextLink reference="13"></TextLink>. Game-Based Learning (GBL) hingegen umfasst den Einsatz vollst&#228;ndiger Spiele, die speziell zur Vermittlung von Inhalten oder F&#228;higkeiten entwickelt wurden, w&#228;hrend Serious Games mit einem expliziten Bildungszweck geschaffen werden, der &#252;ber die reine Unterhaltung hinausgeht <TextLink reference="14"></TextLink>.</Pgraph><Pgraph>Obwohl Game-Based Learning (GBL), Serious Games und Gamification h&#228;ufig derselben Gruppe zugeordnet werden, handelt es sich um Konzepte mit unterschiedlichen Merkmalen <TextLink reference="3"></TextLink>, <TextLink reference="15"></TextLink>, <TextLink reference="16"></TextLink>. </Pgraph><Pgraph>Gamification nutzt Spielkonzepte, um den Lehr- und Lernprozess angenehmer und unterhaltsamer zu gestalten; GBL modifiziert ein Spiel, um ein bestimmtes Lernergebnis zu erzielen; und Serious Games werden speziell f&#252;r Lehr- und Lernzwecke entwickelt <TextLink reference="8"></TextLink>, <TextLink reference="11"></TextLink>, <TextLink reference="15"></TextLink>, <TextLink reference="17"></TextLink>, <TextLink reference="18"></TextLink>, <TextLink reference="19"></TextLink>.</Pgraph><Pgraph>Zahlreiche Studien haben gezeigt, dass diese Strategien das Engagement der Studierenden verbessern, bedeutungsvolles Lernen f&#246;rdern und Schl&#252;sselkompetenzen wie klinisches Denken, Entscheidungsfindung, Teamarbeit und Probleml&#246;sung in sicheren und kontrollierten Umgebungen st&#228;rken k&#246;nnen <TextLink reference="20"></TextLink>, <TextLink reference="21"></TextLink>, <TextLink reference="22"></TextLink>, <TextLink reference="23"></TextLink>. In der medizinischen Ausbildung wurden Serious Games und Gamification erfolgreich in Bereichen wie dem Anatomieunterricht, der klinischen Simulation, dem Training chirurgischer Fertigkeiten, der interprofessionellen Ausbildung und der formativen Leistungsbewertung eingesetzt <TextLink reference="24"></TextLink>, <TextLink reference="25"></TextLink>.</Pgraph><Pgraph>Der Einsatz von Gamification ist in der medizinischen Ausbildung weit verbreitet und wird durch zahlreiche neue Instrumente unterst&#252;tzt; in den meisten F&#228;llen betrachten Studien Gamification jedoch aus einer qualitativen Perspektive, die auf der Wahrnehmung der Studierenden in Bezug auf Aspekte wie Motivation, Interaktion oder Beteiligung basiert <TextLink reference="26"></TextLink>, <TextLink reference="27"></TextLink>.</Pgraph><Pgraph>Ziel dieser Arbeit war es, den Effekt des Einsatzes spielbasierter Ans&#228;tze in all ihren Varianten (Gamification, GBL und Serious Games) auf die Studienergebnisse in vier aufeinanderfolgenden Studienjahren (2020-2021 bis 2023-2024) im Fach Humananatomie I: Bewegungsapparat zu bewerten.</Pgraph></TextBlock>
    <TextBlock name="2. Material and methods" linked="yes" language="en">
      <MainHeadline>2. Material and methods</MainHeadline><SubHeadline>2.1. Design of the study</SubHeadline><Pgraph>A randomised controlled design was performed on a sample of 687 students enrolled in the subject &#8220;Human Anatomy I: Locomotor System&#8221; at the Faculty of Medicine of the University of Zaragoza, in four consecutive academic years (2020-2021, 2021-2022, 2022-2023 and 2023-2024). </Pgraph><Pgraph>Students are randomly assigned at the time of enrolment through the Academic Management System based on the Sigma<Superscript>&#174;</Superscript> platform of the University of Zaragoza, in each of the two groups (group traditional and group gamification) established for the development of the degree in Medicine. Figure 1 <ImgLink imgNo="1" imgType="figure" /> shows the distribution of students enrolled by academic year and group.</Pgraph><Pgraph>This subject is taught in the second semester of the first year of the degree and is equivalent to 6 credits of the European Credit Transfer and Accumulation System (ECTS), and is didactically divided into 4 modules: Trunk, upper extremity, lower extremity and head.</Pgraph><Pgraph>The teaching methodology, according to the student guide, is based on theoretical lectures combined with the development of practical sessions carried out in the dissection room, where the study of the locomotor apparatus is carried out by means of prosection and dissection techniques of cadavers, description and visualisation of bone remains and different anatomical models. During the semester under study, students receive a total of 39 theory classes and 26 hours of practical classes (3 theory classes and 2 hours of practical classes per week), the latter of which are compulsory. </Pgraph><Pgraph>During the four teaching courses, the students belonging to group traditional only used a teaching-learning methodology based on lectures and the development of traditional practices: recognition of anatomical structures in cadavers, prosections, models and bone remains from ossuaries. In group gamification, a teaching methodology was implemented where, in addition to lectures and traditional practical teaching, a total of 4 activities to reinforce the content, were implemented in the practical sessions (lasting one hour each at the end of each module), which included the use of games in all their variants: gamification, GBL and serious games. In the four courses analysed, the teaching staff and curricular content remained unchanged, guaranteeing an identical educational experience. The final assessment of the subject, following the criteria set out in the teaching guide, was the same in both groups. </Pgraph><SubHeadline>2.2. Planned game tools</SubHeadline><Pgraph>The different activities and game tools established, aimed at improving the skills and competences acquired during the development of each of the modules. </Pgraph><SubHeadline2>2.2.1. Module 1: Trunk &#8211; gamification</SubHeadline2><Pgraph>In the first module, the Kahoot<Superscript>&#174;</Superscript> platform was used as a gamification tool, where the design of a questionnaire was proposed, containing questions corresponding to the module, with 15 multiple choice questions with only one correct answer and a time limit of 20 seconds. Once the time for each question had elapsed, the result of the question was visualised and discussed in real time. </Pgraph><Pgraph>The questions in this questionnaire were designed by the teachers responsible for the subject AGB and JBR and reviewed by the teachers AICG and JWO. </Pgraph><Pgraph>For the use of Kahoot<Superscript>&#174;</Superscript>, students were provided with instructions on how to access the activity and carry it out online or by downloading the application on mobile devices.  </Pgraph><SubHeadline2>2.2.2. Modules 2 and 3: Upper and lower extremities &#8211;  serious games </SubHeadline2><Pgraph>For these two modules, the methodology proposed was to introduce two &#8216;serious games&#8217; activities based on a breakout or virtual escape room, where the students had to manage to &#8220;escape&#8221; from the virtual rooms that had been created for this purpose. On the one hand, in module 2 they had to escape from the mythical temple of Angkor in Indonesia, while in module 3 they had to escape from the University Hospital. To achieve the objective, they had to solve a series of challenges and riddles, in a linear and sequential way, whose common thread was related to the theme corresponding to each of the modules. In total, 4 exercises were proposed for each activity based on the recognition of anatomical structures in models, prosection and cadaver pieces and clinical cases associated with the content of each of the modules. </Pgraph><Pgraph>In order to generate the activity, which was carried out entirely on electronic devices, the teacher AGB was in charge of developing the content, which was subsequently reviewed by JBR, AICG and JWO, through the online platform Genially<Superscript>&#174;</Superscript>. At the time of the activity, the students were provided with the necessary link to access it.  </Pgraph><SubHeadline2>2.2.3. Module 4: Head &#8211; game-based learning</SubHeadline2><Pgraph>In the last module, a series of interactive images were created using the online platform Educaplay<Superscript>&#174;</Superscript>, in which the students had to recognise and mark a series of anatomical structures, based on their own images taken in the dissection sessions, related to this module, as they were asked to do so by the platform. In total, they had to recognise a total of 30 anatomical structures. </Pgraph><Pgraph>The images were prepared and reviewed by the teaching staff responsible (AGB, JBR, AICG and JWO).</Pgraph><SubHeadline>2.3. Statistical analysis</SubHeadline><SubHeadline2>2.3.1. Statistical methodology</SubHeadline2><Pgraph>The study population consisted of the students enrolled (687 students) in the subject of Human Anatomy at the Faculty of Medicine of Zaragoza during four consecutive academic years: 2020-21, 2021-22, 2022-23 and 2023-24. The statistical study was carried out by ERA.</Pgraph><Pgraph>Variables to be studied: The main variable to be studied was the numerical grade obtained in the final exam of the subject: as explanatory variables were used, the type of teaching methodology received: gamification, master class, gender and academic year.</Pgraph><SubHeadline2>2.3.2. Statistical analysis</SubHeadline2><Pgraph>Quantitative variables were described using the mean and standard deviation, and categorical variables were described using frequency and percentages.</Pgraph><Pgraph>Given the size of the groups and following the central limit theorem, the t-Student statistic and the 95&#37; confidence interval were used to compare the marks obtained according to the teaching methodology received in the four years analysed. The comparison of the marks obtained over the four years for each of the two teaching methodologies used was carried out using the one-factor ANOVA test.</Pgraph></TextBlock>
    <TextBlock name="2. Material und Methoden" linked="yes" language="de">
      <MainHeadline>2. Material und Methoden</MainHeadline><SubHeadline>2.1. Studiendesign</SubHeadline><Pgraph>Es wurde eine randomisiert-kontrollierte Studie mit 687 Studierenden durchgef&#252;hrt, die im Fach &#8222;Humananatomie I: Bewegungsapparat&#8220; an der Medizinischen Fakult&#228;t der Universit&#228;t Zaragoza in vier aufeinanderfolgenden Studienjahren (2020-2021, 2021-2022, 2022-2023 und 2023-2024) eingeschrieben waren.</Pgraph><Pgraph>Die Studierenden wurden bei der Einschreibung &#252;ber das akademische Verwaltungssystem auf Basis der Sigma<Superscript>&#174;</Superscript>-Plattform der Universit&#228;t Zaragoza zuf&#228;llig einer der beiden Gruppen (Gruppe mit traditionellem Unterricht und Gruppe mit Gamification) zugeteilt, die f&#252;r den Studiengang Medizin eingerichtet waren. Abbildung 1 <ImgLink imgNo="1" imgType="figure" /> zeigt die Verteilung der eingeschriebenen Studierenden nach Studienjahr und Gruppe.</Pgraph><Pgraph>Dieses Fach wird im zweiten Semester des ersten Studienjahres unterrichtet und umfasst 6 Kreditpunkte des Europ&#228;ischen Systems zur &#220;bertragung und Akkumulierung von Studienleistungen (ECTS). Didaktisch ist es in vier Module gegliedert: Rumpf, obere Extremit&#228;t, untere Extremit&#228;t und Kopf.</Pgraph><Pgraph>Die Lehrmethodik basiert laut Studienf&#252;hrer auf theoretischen Vorlesungen in Kombination mit praktischen Einheiten im Seziersaal, in denen der Bewegungsapparat durch Prosektions- und Sektionstechniken an Leichen sowie durch die Beschreibung und Visualisierung von Knochen und verschiedenen anatomischen Modellen untersucht wird. Im untersuchten Semester erhalten die Studierenden insgesamt 39 Theorievorlesungen und 26 Stunden Praxisunterricht (3 Theorievorlesungen und 2 Stunden Praxisunterricht pro Woche), wobei Letzterer verpflichtend ist.</Pgraph><Pgraph>In den vier Studienjahren nutzten die Studierenden der traditionellen Gruppe ausschlie&#223;lich eine Lehr-Lern-Methodik, die auf Vorlesungen und der Durchf&#252;hrung traditioneller Praktika basierte: dem Erkennen anatomischer Strukturen an Leichen, Prosektionen, Modellen und Knochen aus Ossuarien. In der Gamification-Gruppe wurde zus&#228;tzlich zu Vorlesungen und traditionellem Praxisunterricht eine Lehrmethodik eingef&#252;hrt, bei der insgesamt vier Aktivit&#228;ten zur Vertiefung der Inhalte in die Praktikumsstunden integriert wurden (jeweils eine Stunde am Ende jedes Moduls), die den Einsatz von Spielen in all ihren Varianten umfassten: Gamification, GBL und Serious Games. </Pgraph><Pgraph>In den vier analysierten Jahrg&#228;ngen blieben Lehrpersonal und Lehrplan unver&#228;ndert, sodass insgesamt vergleichbare Lehrbedingungen vorlagen. Die abschlie&#223;ende Leistungsbewertung des Faches erfolgte nach den im Studienf&#252;hrer festgelegten Kriterien und war in beiden Gruppen identisch.</Pgraph><SubHeadline>2.2. Geplante Spielwerkzeuge</SubHeadline><Pgraph>Die verschiedenen Aktivit&#228;ten und Spielwerkzeuge zielten darauf ab, die im Rahmen der Entwicklung jedes Moduls erworbenen F&#228;higkeiten und Kompetenzen zu vertiefen.</Pgraph><SubHeadline2>2.2.1. Modul 1: Rumpf &#8211; Gamification</SubHeadline2><Pgraph>Im ersten Modul wurde die Plattform Kahoot<Superscript>&#174;</Superscript> als Gamification-Werkzeug eingesetzt. Hierzu wurde ein modulspezifischer Fragebogen mit 15 Multiple-Choice-Fragen erstellt, bei denen jeweils nur eine Antwort richtig war und ein Zeitlimit von 20 Sekunden galt. Nach Ablauf der f&#252;r jede Frage vorgesehenen Zeit wurde das Ergebnis visualisiert und in Echtzeit besprochen.</Pgraph><Pgraph>Die Fragen dieses Fragebogens wurden von den f&#252;r das Fach verantwortlichen Lehrkr&#228;ften AGB und JBR erstellt und von den Lehrkr&#228;ften AICG und JWO &#252;berpr&#252;ft.</Pgraph><Pgraph>F&#252;r die Nutzung von Kahoot<Superscript>&#174;</Superscript> erhielten die Studierenden Anweisungen dazu, wie sie online auf die Aktivit&#228;t zugreifen oder die App auf mobilen Ger&#228;ten herunterladen konnten.</Pgraph><SubHeadline2>2.2.2. Module 2 und 3: Obere und untere Extremit&#228;t &#8211; Serious Games</SubHeadline2><Pgraph>F&#252;r diese beiden Module wurde als Methodik der Einsatz von zwei Serious-Games-Aktivit&#228;ten in Form eines Breakouts beziehungsweise eines virtuellen Escape Rooms vorgeschlagen, bei denen die Studierenden aus den zu diesem Zweck erstellten virtuellen R&#228;umen &#8222;entkommen&#8220; mussten. In Modul 2 mussten sie aus dem mythischen Tempel von Angkor in Indonesien entkommen, in Modul 3 aus dem Universit&#228;tskrankenhaus. Um dieses Ziel zu erreichen, mussten sie eine Reihe von Aufgaben und R&#228;tseln in linearer und sequenzieller Weise l&#246;sen, deren roter Faden mit dem Thema des jeweiligen Moduls verkn&#252;pft war. Insgesamt wurden f&#252;r jede Aktivit&#228;t vier &#220;bungen vorgeschlagen, die auf dem Erkennen anatomischer Strukturen an Modellen, Prosektions- und Leichenpr&#228;paraten sowie auf klinischen F&#228;llen basierten, die mit den Inhalten der jeweiligen Module verkn&#252;pft waren.</Pgraph><Pgraph>F&#252;r die Erstellung der Aktivit&#228;t, die vollst&#228;ndig auf elektronischen Ger&#228;ten durchgef&#252;hrt wurde, war Lehrkraft AGB f&#252;r die Inhaltsentwicklung verantwortlich; anschlie&#223;end wurden die Inhalte von JBR, AICG und JWO &#252;ber die Online-Plattform Genially<Superscript>&#174;</Superscript> &#252;berpr&#252;ft. Zum Zeitpunkt der Durchf&#252;hrung wurde den Studierenden der erforderliche Link zur Verf&#252;gung gestellt.</Pgraph><SubHeadline2>2.2.3. Modul 4: Kopf &#8211; Game-Based Learning</SubHeadline2><Pgraph>Im letzten Modul wurden interaktive Bilder mit der Online-Plattform Educaplay<Superscript>&#174;</Superscript> erstellt, in denen die Studierenden eine Reihe anatomischer Strukturen erkennen und markieren mussten. Diese basierten auf eigenen Aufnahmen aus den Sezierstunden, die mit diesem Modul in Zusammenhang standen, entsprechend den Anforderungen der Plattform. Insgesamt mussten 30 anatomische Strukturen erkannt werden.</Pgraph><Pgraph>Die Bilder wurden vom zust&#228;ndigen Lehrpersonal (AGB, JBR, AICG und JWO) erstellt und &#252;berpr&#252;ft.</Pgraph><SubHeadline>2.3. Statistische Analyse</SubHeadline><SubHeadline2>2.3.1. Statistische Methodik</SubHeadline2><Pgraph>Die Studienpopulation umfasste die im Fach Humananatomie eingeschriebenen Studierenden (687 Studierende) an der Medizinischen Fakult&#228;t Zaragoza &#252;ber vier aufeinanderfolgende Studienjahre: 2020-2021, 2021-2022, 2022-2023 und 2023-2024. Die statistische Auswertung wurde von ERA durchgef&#252;hrt.</Pgraph><Pgraph>Die Hauptvariable war die numerische Note im Abschlussexamen des Faches. Als erkl&#228;rende Variablen wurden die Art der erhaltenen Lehrmethodik (Gamification, traditioneller Unterricht), das Geschlecht und das Studienjahr ber&#252;cksichtigt.</Pgraph><SubHeadline2>2.3.2. Statistische Analyse</SubHeadline2><Pgraph>Quantitative Variablen wurden anhand von Mittelwert und Standardabweichung beschrieben; kategoriale Variablen anhand von H&#228;ufigkeit und Prozentwerten.</Pgraph><Pgraph>Angesichts der Gruppengr&#246;&#223;en und unter Anwendung des zentralen Grenzwertsatzes wurden der Student-t-Test und das 95&#37;-Konfidenzintervall verwendet, um die erzielten Noten nach der erhaltenen Lehrmethodik in den vier analysierten Jahren zu vergleichen. Der Vergleich der &#252;ber die vier Jahre erzielten Noten f&#252;r jede der beiden eingesetzten Lehrmethoden wurde mit einer einfaktoriellen ANOVA durchgef&#252;hrt.</Pgraph></TextBlock>
    <TextBlock name="3. Results" linked="yes" language="en">
      <MainHeadline>3. Results</MainHeadline><Pgraph>Human anatomy I: Locomotor system is a compulsory subject taken during the second semester of the first year of the bachelor&#8217;s degree in medicine at the University of Zaragoza.  In this subject, as in the rest of the subjects of the degree and other degrees in health sciences at the University of Zaragoza, there is a predominance of female students over male students in all the academic years studied, with the female:male ratio being (2.8:1) in the academic year 2020-2021; (3.5:1) in the academic year 2021-2022; (2.5:1) in the academic year 2022-2023 and (3.8:1) in the academic year 2023-2024.  On the other hand, the number of students enrolled for the second time or more in this subject was slightly higher, although not significant, in group 1 than in group 2 (3&#37; vs. 1.5&#37;). </Pgraph><Pgraph>The mean scores and their standard deviations obtained in both groups across the four academic years analyzed are shown in figure 2 <ImgLink imgNo="2" imgType="figure" />.</Pgraph><Pgraph>In the four courses analysed (see figure 3 <ImgLink imgNo="3" imgType="figure" />), statistically significant differences can be seen in the marks obtained in the final assessment of the subject according to the type of teaching received (&#8220;traditional teaching&#8221; vs. &#8220;traditional teaching and gamification&#8221;, the latter being better when traditional teaching is complemented by gamification activities.  </Pgraph><Pgraph>The greatest difference was found in the 2021-22 academic year, with a 95&#37; confidence of between 0.75 and 1.68 points more for students with gamified teaching, and the smallest in the 2023-24 academic year, in which students with gamified teaching obtained between 0.21 and 1.23 points more than their classmates who received traditional teaching.</Pgraph><Pgraph>When comparing the marks obtained by students who had received traditional teaching during the years analysed, no significant differences were observed. The same was true when comparing the grades obtained by students who had received gamified instruction. Nor were significant differences observed when comparing the marks obtained by females and males in any of the four teaching courses.</Pgraph></TextBlock>
    <TextBlock name="3. Ergebnisse" linked="yes" language="de">
      <MainHeadline>3. Ergebnisse</MainHeadline><Pgraph>Humananatomie I: Bewegungsapparat ist ein Pflichtfach, das im zweiten Semester des ersten Jahres des Bachelorstudiums Medizin an der Universit&#228;t Zaragoza belegt wird. In diesem Fach, ebenso wie in den &#252;brigen F&#228;chern des Studiengangs und in anderen Studieng&#228;ngen der Gesundheitswissenschaften an der Universit&#228;t Zaragoza, &#252;berwog in allen untersuchten Studienjahren der Anteil weiblicher Studierender gegen&#252;ber m&#228;nnlichen. Das Verh&#228;ltnis Frauen: M&#228;nner betrug im Studienjahr 2020-2021 2,8:1, im Studienjahr 2021-2022 3,5:1, im Studienjahr 2022-2023 2,5:1 und im Studienjahr 2023-2024 3,8:1. Der Anteil der Studierenden, die sich zum zweiten oder zu einem weiteren Mal in dieses Fach einschrieben, war in Gruppe 1 im Vergleich zu Gruppe 2 leicht erh&#246;ht, jedoch nicht signifikant (3&#37; vs. 1,5&#37;).</Pgraph><Pgraph>Die Mittelwerte und Standardabweichungen der in beiden Gruppen &#252;ber die vier Studienjahre erzielten Noten sind in Abbildung 2 <ImgLink imgNo="2" imgType="figure" /> dargestellt.</Pgraph><Pgraph>In den vier analysierten Jahrg&#228;ngen (vgl. Abbildung 3 <ImgLink imgNo="3" imgType="figure" />) zeigten sich statistisch signifikante Unterschiede in den bei der abschlie&#223;enden Leistungsbewertung erzielten Noten in Abh&#228;ngigkeit von der erhaltenen Lehrform &#8211; &#8222;traditioneller Unterricht&#8220; versus &#8222;traditioneller Unterricht mit Gamification&#8220; &#8211;, wobei die Ergebnisse in der letztgenannten Gruppe durchweg h&#246;her ausfielen, wenn der traditionelle Unterricht durch Gamification-Aktivit&#228;ten erg&#228;nzt wurde.</Pgraph><Pgraph>Der gr&#246;&#223;te Unterschied wurde im Studienjahr 2021-2022 festgestellt, mit einem 95&#37;-Konfidenzintervall von 0,75 bis 1,68 Punkten zugunsten der Studierenden mit gamifiziertem Unterricht. Der geringste Unterschied wurde im Studienjahr 2023-2024 verzeichnet; in diesem erzielten Studierende mit gamifiziertem Unterricht zwischen 0,21 und 1,23 Punkten mehr als ihre Kommilitoninnen und Kommilitonen mit traditionellem Unterricht.</Pgraph><Pgraph>Beim Vergleich der Noten der Studierenden mit traditionellem Unterricht &#252;ber die analysierten Jahre hinweg ergaben sich keine signifikanten Unterschiede. Dasselbe galt f&#252;r den Vergleich der Noten der Studierenden mit gamifiziertem Unterricht. Ebenso wurden beim Vergleich, der von Frauen und M&#228;nnern in den vier Studienjahren erzielten Noten keine signifikanten Unterschiede beobachtet.</Pgraph></TextBlock>
    <TextBlock name="4. Discussion" linked="yes" language="en">
      <MainHeadline>4. Discussion</MainHeadline><Pgraph>The evolution in the teaching of anatomy at the beginning of the 21<Superscript>th</Superscript> century has brought about significant changes in the implementation of medical curricula, driven by the entry into force of new medical subjects and by the change in pedagogical approaches, which have generally led to a reduction in teaching hours in subjects such as anatomy. On the other hand, the change in student profiles and the different learning styles <TextLink reference="28"></TextLink>, <TextLink reference="29"></TextLink>, reflect the need to generate a motivating classroom environment and more dynamic learning through more innovative teaching methodologies, such as gamification in its various versions.  Likewise, and as stated by authors such as Anyanwu and Blakeli et al. <TextLink reference="28"></TextLink>, <TextLink reference="30"></TextLink>, we consider that the creation of a more dynamic learning environment through different learning strategies is necessary to improve student attention and participation.</Pgraph><Pgraph>In the practical sessions, the students are more participative than in the theoretical lecture sessions, as the atmosphere is more favourable and the group is smaller. However, a certain &#8220;passivity&#8221; and lack of interactivity with the group is still observed <TextLink reference="31"></TextLink>, <TextLink reference="32"></TextLink>, <TextLink reference="33"></TextLink>; therefore, with these strategies we get each student to be the epicentre of his&#47;her own teaching-learning process by actively participating in it, improving participation, attention, satisfaction and motivation in an individualised way and reducing the concern for learning the subject <TextLink reference="29"></TextLink>, <TextLink reference="34"></TextLink>, <TextLink reference="35"></TextLink>, <TextLink reference="36"></TextLink>. </Pgraph><Pgraph>The use of gamification in higher education is proposed as a tool to break the monotony that can be established in theoretical-practical sessions by improving the classroom climate and fostering a more positive learning environment. In fact, as proposed by other authors <TextLink reference="1"></TextLink>, <TextLink reference="19"></TextLink>, <TextLink reference="37"></TextLink>, and even by our team in previous studies <TextLink reference="30"></TextLink>, <TextLink reference="31"></TextLink>, <TextLink reference="32"></TextLink>, the use of new teaching methodologies, including gamification, game-based learning and serious games, are qualitatively highly valued by students for their positive effect on motivation, participation, integration of theoretical and practical content, group cohesion and improvement in the classroom climate, factors which, as we have observed in our study, are of significant importance for obtaining better grades in the final assessment.  Likewise, and as we have seen in previous studies <TextLink reference="38"></TextLink>, <TextLink reference="39"></TextLink>, tools based on serious games are more highly valued by students for helping to integrate theoretical and practical content, as well as group cohesion, as it is a sequential activity that encompasses a greater amount of content in the different phases of its development.</Pgraph><Pgraph>In this case, we have proposed the use of gamification tools, only in one group (group 2), to compare the qualitative effect, through subjective evaluation surveys conducted in each of the courses in which the study was carried out, where students assess the positive effect these activities have on their learning and on improving the classroom environment by fostering relationships between students, and between students and teachers, on the students and the classroom climate, but also the quantitative effect when facing the final assessment, on the other group that we use as a control group (group 1). Despite carrying out these activities during the hours allocated to practical sessions, accounting for 14&#37; (4 hours out of 26) of the total time, this does not detract from the experimental group, as the content taught in each of the modules is used in these activities as a review.</Pgraph><Pgraph>Although there are different studies that have assessed the positive effect of the use of games in the quantitative assessment of students, these have focused only on the use of a specific gamification alternative. Thus, we find authors who have used gamified questionnaires on platforms such as Kahoot<Superscript>&#174;</Superscript> <TextLink reference="40"></TextLink>, GDRS Sidra <TextLink reference="41"></TextLink> or self-made <TextLink reference="1"></TextLink>, <TextLink reference="42"></TextLink>; others who have proposed game-based learning (GBL) activities <TextLink reference="19"></TextLink> or through serious games <TextLink reference="18"></TextLink>, <TextLink reference="43"></TextLink>, and even activities based on images <TextLink reference="44"></TextLink>, but none of them together in a single study as we have done in our case, where we have been able to demonstrate the positive effect of gamification, regardless of the way it is implemented in the classroom, on the quantitative assessment of students.</Pgraph><Pgraph>One of the strong points of our study is that all the activities centred on the use of games were carried out in the practical sessions of the subject, which were compulsory and taught by the same teachers, and therefore carried out by all the students. Likewise, participation in the development of these activities did not generate an extra mark on the final mark for the subject, so as not to discriminate against the control group that did not carry them out. However, in order to generate extrinsic motivation in those students who participated in the experience and achieved better results in these activities, they received a bonus of participation in an anatomical dissection workshop, once the teaching and assessment period for the subject was over. This fact corroborates the positive effect of the use of gamification in the quantitative assessment of the subject. </Pgraph><Pgraph>On the other hand, and although it could be considered a limitation to compare a control group and one with gamification, and that there could be previous differences in the students&#39; ability, this has been carried out for 4 consecutive years, always obtaining better grades in the group where gamification has been taught compared to the control group. In addition, students entering anatomy studies tend to be very homogeneous, as they require a high cut-off mark and uniform study skills in order to access the degree.</Pgraph><Pgraph>As a future line of research that could corroborate the improvement in long-term learning, it might be worth comparing the grades of the same study groups in the OSCEs (Objective Structured Clinical Evaluations) carried out on undergraduate medical students at the University of Zaragoza before they complete their studies.</Pgraph></TextBlock>
    <TextBlock name="4. Diskussion" linked="yes" language="de">
      <MainHeadline>4. Diskussion</MainHeadline><Pgraph>Die Entwicklung des Anatomieunterrichts zu Beginn des 21. Jahrhunderts hat zu tiefgreifenden Ver&#228;nderungen in medizinischen Lehrpl&#228;nen gef&#252;hrt, angetrieben durch die Einf&#252;hrung neuer medizinischer F&#228;cher und den Wandel p&#228;dagogischer Ans&#228;tze, die insgesamt zu einer Reduktion der Unterrichtsstunden in F&#228;chern wie der Anatomie gef&#252;hrt haben. Andererseits verdeutlichen der Wandel der Studierendenprofile und die unterschiedlichen Lernstile <TextLink reference="28"></TextLink>, <TextLink reference="29"></TextLink> die Notwendigkeit, ein motivierendes Lernklima und ein dynamischeres Lernen durch innovativere Lehrmethoden wie Gamification in ihren verschiedenen Auspr&#228;gungen zu schaffen. Ebenso sind wir &#8211; wie von Autoren wie Anyanwu und Blakeli et al. <TextLink reference="28"></TextLink>, <TextLink reference="30"></TextLink> betont &#8211; der &#220;berzeugung, dass die Schaffung eines dynamischeren Lernumfelds durch unterschiedliche Lernstrategien notwendig ist, um Aufmerksamkeit und Beteiligung der Studierenden zu verbessern.</Pgraph><Pgraph>In den Praktikumsstunden sind die Studierenden partizipativer als in den theoretischen Vorlesungen, da die Atmosph&#228;re g&#252;nstiger und die Gruppe kleiner ist. Dennoch l&#228;sst sich eine gewisse &#8222;Passivit&#228;t&#8220; sowie mangelnde Interaktivit&#228;t innerhalb der Gruppe beobachten <TextLink reference="31"></TextLink>, <TextLink reference="32"></TextLink>, <TextLink reference="33"></TextLink>. Durch diese Strategien wird jede und jeder Studierende in den Mittelpunkt des eigenen Lehr-Lern-Prozesses ger&#252;ckt, indem er oder sie aktiv daran teilnimmt. Dadurch werden Beteiligung, Aufmerksamkeit, Zufriedenheit und Motivation auf individualisierte Weise verbessert und zugleich die Auseinandersetzung mit dem Lernstoff gef&#246;rdert <TextLink reference="29"></TextLink>, <TextLink reference="34"></TextLink>, <TextLink reference="35"></TextLink>, <TextLink reference="36"></TextLink>.</Pgraph><Pgraph>Gamification stellt in der Hochschulbildung ein geeignetes Instrument dar, um die Monotonie in theoretisch-praktischen Unterrichtseinheiten aufzubrechen, das Lernklima zu verbessern und ein positiveres Lernumfeld zu f&#246;rdern. Wie von anderen Autoren <TextLink reference="1"></TextLink>, <TextLink reference="19"></TextLink>, <TextLink reference="37"></TextLink> und auch von unserem Team in fr&#252;heren Studien <TextLink reference="38"></TextLink>, <TextLink reference="39"></TextLink> beschrieben, werden neue Lehrmethoden &#8211; einschlie&#223;lich Gamification, Game-Based Learning und Serious Games &#8211; von Studierenden qualitativ sehr positiv bewertet, insbesondere aufgrund ihrer positiven Wirkung auf Motivation, Beteiligung, die Integration theoretischer und praktischer Inhalte, Gruppenkoh&#228;sion und die Verbesserung des Lernklimas. Diese Faktoren sind, wie wir in unserer Studie beobachten konnten, von erheblicher Bedeutung f&#252;r bessere Noten in der Abschlusspr&#252;fung. Ebenso werden, wie wir in fr&#252;heren Studien festgestellt haben <TextLink reference="38"></TextLink>, <TextLink reference="39"></TextLink>, auf Serious Games basierende Instrumente von Studierenden noch h&#246;her bewertet, da sie zur Integration theoretischer und praktischer Inhalte sowie zur Gruppenkoh&#228;sion beitragen; es handelt sich um eine sequenzielle Aktivit&#228;t, die in ihren verschiedenen Phasen eine gr&#246;&#223;ere Menge an Inhalten umfasst.</Pgraph><Pgraph>In diesem Fall haben wir den Einsatz von Gamification-Werkzeugen nur in einer Gruppe (Gruppe 2) vorgesehen, um den qualitativen Effekt anhand subjektiver Evaluierungsumfragen in den jeweiligen Lehrveranstaltungen der Studie zu vergleichen, in denen die Studierenden den positiven Effekt dieser Aktivit&#228;ten auf ihr Lernen und die Verbesserung des Lernklimas bewerten &#8211; durch die F&#246;rderung der Beziehungen zwischen den Studierenden sowie zwischen Studierenden und Lehrkr&#228;ften &#8211;, aber auch den quantitativen Effekt im Vergleich zur anderen Gruppe, die als Kontrollgruppe diente (Gruppe 1), im Hinblick auf die Abschlusspr&#252;fung zu untersuchen. Obwohl diese Aktivit&#228;ten, w&#228;hrend der f&#252;r Praktikumsstunden vorgesehenen Zeit durchgef&#252;hrt wurden und 14&#37; (4 von 26 Stunden) der Gesamtzeit ausmachten, stellte dies f&#252;r die Experimentalgruppe keinen Nachteil dar, da die in jedem Modul vermittelten Inhalte in diesen Aktivit&#228;ten zur Wiederholung genutzt wurden.</Pgraph><Pgraph>Obwohl verschiedene Studien den positiven Effekt des Spieleinsatzes auf die quantitative Leistungsbewertung untersucht haben, konzentrierten sie sich jeweils nur auf eine bestimmte Form der Gamification. So gibt es Autoren, die gamifizierte Frageb&#246;gen auf Plattformen wie Kahoot<Superscript>&#174;</Superscript> <TextLink reference="40"></TextLink>, GDRS Sidra <TextLink reference="41"></TextLink> oder selbst entwickelte Instrumente <TextLink reference="1"></TextLink>, <TextLink reference="42"></TextLink> verwendet haben; andere schlugen Game-Based-Learning-Aktivit&#228;ten (GBL) <TextLink reference="19"></TextLink> oder Serious Games <TextLink reference="18"></TextLink>, <TextLink reference="43"></TextLink> vor; wiederum andere untersuchten bildbasierte Aktivit&#228;ten <TextLink reference="44"></TextLink>. Bislang hat jedoch keine Studie alle diese Ans&#228;tze in einer einzigen Untersuchung kombiniert, wie wir es in unserem Fall getan haben. Dadurch konnten wir den positiven Effekt von Gamification, unabh&#228;ngig von der Art ihrer Umsetzung im Unterricht, auf die quantitative Leistungsbewertung der Studierenden nachweisen.</Pgraph><Pgraph>Eine wesentliche St&#228;rke unserer Studie besteht darin, dass alle spielbasierten Aktivit&#228;ten in den verpflichtenden Praktikumsstunden des Faches durchgef&#252;hrt wurden, die von denselben Lehrkr&#228;ften betreut wurden und daher von allen Studierenden absolviert wurden. Ebenso f&#252;hrte die Teilnahme an diesen Aktivit&#228;ten zu keinem zus&#228;tzlichen Notenbonus in der Abschlussnote des Faches, um die Kontrollgruppe, die diese Aktivit&#228;ten nicht durchf&#252;hrte, nicht zu benachteiligen. Um jedoch bei den Studierenden, die an der Erfahrung teilnahmen und dabei bessere Ergebnisse erzielten, eine extrinsische Motivation zu erzeugen, erhielten sie nach Abschluss des Lehr- und Bewertungszeitraums des Faches einen Bonus in Form der Teilnahme an einem anatomischen Pr&#228;parationskurs. Dieser Umstand unterstreicht den positiven Effekt des Einsatzes von Gamification auf die quantitative Leistungsbewertung des Faches.</Pgraph><Pgraph>Andererseits k&#246;nnte der Vergleich zwischen einer Kontrollgruppe und einer Gruppe mit Gamification als Einschr&#228;nkung betrachtet werden, da m&#246;gliche Unterschiede in den Vorkenntnissen oder F&#228;higkeiten der Studierenden nicht vollst&#228;ndig ausgeschlossen werden k&#246;nnen. Dieses Vorgehen wurde jedoch &#252;ber vier aufeinanderfolgende Jahre hinweg beibehalten, wobei in jedem Jahr bessere Noten in der Gruppe mit Gamification-Unterricht als in der Kontrollgruppe erzielt wurden. Dar&#252;ber hinaus sind Studierende, die ein Medizinstudium beginnen, in der Regel sehr homogen, da f&#252;r den Zugang zum Studiengang eine hohe Mindestpunktzahl und einheitliche Lernvoraussetzungen erforderlich sind.</Pgraph><Pgraph>Als Perspektive f&#252;r zuk&#252;nftige Forschung, die eine Verbesserung des langfristigen Lernens belegen k&#246;nnte, w&#228;re es sinnvoll, die Noten derselben Studiengruppen in den OSCEs (Objective Structured Clinical Evaluations) zu vergleichen, die mit Medizinstudierenden der Universit&#228;t Zaragoza vor Abschluss ihres Studiums durchgef&#252;hrt werden.</Pgraph></TextBlock>
    <TextBlock name="5. Conclusion" linked="yes" language="en">
      <MainHeadline>5. Conclusion</MainHeadline><Pgraph>The introduction of gaming, regardless of modality, in the higher education classroom brings about a quantitative improvement in the student learning process, evidencing a higher rating compared to the sole use of more &#8220;traditional&#8221; teaching.</Pgraph></TextBlock>
    <TextBlock name="5. Schlussfolgerung" linked="yes" language="de">
      <MainHeadline>5. Schlussfolgerung</MainHeadline><Pgraph>Die Einf&#252;hrung von Spielen &#8211; unabh&#228;ngig von ihrer Modalit&#228;t &#8211; in Hochschulkurse f&#252;hrt zu einer messbaren Verbesserung der Studienleistungen und spiegelt sich in einer besseren Leistungsbewertung wider als ein ausschlie&#223;lich traditioneller Unterricht. </Pgraph></TextBlock>
    <TextBlock name="Authors&#8217; ORCIDs" linked="yes" language="en">
      <MainHeadline>Authors&#8217; ORCIDs</MainHeadline><Pgraph><UnorderedList><ListItem level="1">Alberto Garc&#237;a-Barrios: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0001-5560-3771">0000-0001-5560-3771</Hyperlink>&#93;</ListItem><ListItem level="1">Ana Isabel Cisneros-Gimeno: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0002-5494-343X">0000-0002-5494-343X</Hyperlink>&#93;</ListItem><ListItem level="1">Jaime Whyte-Orozco: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0001-9372-4267">0000-0001-9372-4267</Hyperlink>&#93;</ListItem><ListItem level="1">Encarnaci&#243;n Rubio-Aranda: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0002-9273-5885">0000-0002-9273-5885</Hyperlink>&#93;</ListItem></UnorderedList></Pgraph></TextBlock>
    <TextBlock name="ORCIDs der Autor&#42;innen" linked="yes" language="de">
      <MainHeadline>ORCIDs der Autor&#42;innen</MainHeadline><Pgraph><UnorderedList><ListItem level="1">Alberto Garc&#237;a-Barrios: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0001-5560-3771">0000-0001-5560-3771</Hyperlink>&#93;</ListItem><ListItem level="1">Ana Isabel Cisneros-Gimeno: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0002-5494-343X">0000-0002-5494-343X</Hyperlink>&#93;</ListItem><ListItem level="1">Jaime Whyte-Orozco: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0001-9372-4267">0000-0001-9372-4267</Hyperlink>&#93;</ListItem><ListItem level="1">Encarnaci&#243;n Rubio-Aranda: &#91;<Hyperlink href="https:&#47;&#47;orcid.org&#47;0000-0002-9273-5885">0000-0002-9273-5885</Hyperlink>&#93;</ListItem></UnorderedList></Pgraph></TextBlock>
    <TextBlock name="Competing interests" linked="yes" language="en">
      <MainHeadline>Competing interests</MainHeadline><Pgraph>The authors declare that they have no competing interests. </Pgraph></TextBlock>
    <TextBlock name="Interessenkonflikt" linked="yes" language="de">
      <MainHeadline>Interessenkonflikt</MainHeadline><Pgraph>Die Autor&#42;innen erkl&#228;ren, dass sie keinen Interessenkonflikt im Zusammenhang mit diesem Artikel haben.</Pgraph></TextBlock>
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