Analysis of Human Anatomy Education: The Effects of a Gamified Creativity-Based Teaching Method on Students’ from Basic Psychological Needs Frustration

Abstract According to self-determination theory, frustration of basic psychological needs (autonomy, competence, and relatedness) leads to ill-being and negatively affects the learning process. The present study aimed to analyze the effects of a gamified creativity-based teaching method of human anatomy on basic psychological needs frustration compared with a conventional teaching method. A quasi-experimental design was employed, comparing two anatomy educational treatments (experimental and control) over a 7-week period. A total of 116 first-year students from two Spanish public universities was participated. The Basic Psychological Needs Frustration Scale was utilized, and pre- and post-treatment measurements were collected. Statistical analyses included independent samples t -tests, one-way ANCOVAs, and a factorial repeated measures ANCOVA 2 × 2 (time × treatment), comparing two groups based on time (baseline vs. follow-up) and treatment (control vs. experimental). The analysis revealed that the gamified creativity-based program achieved lower frustration of basic psychological needs compared to the control treatment ( t (108) = 3.74, p < .001, d = 0.68) and a treatment effect was observed ( F (1) = 9.06, p = .003, η 2 p = .083). Autonomy and competence frustration significantly increased in the control group, while apparently remained consistent over time in the treatment group. Baseline and follow-up significant differences were found for relatedness ( t (114) = 1.12, p = .03, d = 0.4; t (110) = 2.88, p = .005, d = 0.53, respectively), as well as a treatment effect ( F (1) = 7.28, p = .008, η 2 p = .069). These findings provide support for the idea that students’ basic psychological needs are lower frustrated with the implementation of a gamified creativity-based teaching method in anatomy education.

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Publication Details

Journal
Journal of Science Education and Technology
Published
2024-11-23
DOI
https://doi.org/10.1007/s10956-024-10178-w
Citations
6
Primary Topic
Motivation and Self-Concept in Sports
Type
article
Field-Weighted Citation Impact
3.86

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article

Analysis of Human Anatomy Education: The Effects of a Gamified Creativity-Based Teaching Method on Students’ from Basic Psychological Needs Frustration

María José Sáez Bondía, Lorena Latre‐Navarro, Alejandro Quintas-Hijós
6 citations
Journal of Science Education and Technology
Motivation and Self-Concept in Sports
3.86
article

Analysis of Human Anatomy Education: The Effects of a Gamified Creativity-Based Teaching Method on Students’ from Basic Psychological Needs Frustration

María José Sáez Bondía, Lorena Latre‐Navarro, Alejandro Quintas-Hijós
article en
6 citations

Abstract

Abstract According to self-determination theory, frustration of basic psychological needs (autonomy, competence, and relatedness) leads to ill-being and negatively affects the learning process. The present study aimed to analyze the effects of a gamified creativity-based teaching method of human anatomy on basic psychological needs frustration compared with a conventional teaching method. A quasi-experimental design was employed, comparing two anatomy educational treatments (experimental and control) over a 7-week period. A total of 116 first-year students from two Spanish public universities was participated. The Basic Psychological Needs Frustration Scale was utilized, and pre- and post-treatment measurements were collected. Statistical analyses included independent samples t -tests, one-way ANCOVAs, and a factorial repeated measures ANCOVA 2 × 2 (time × treatment), comparing two groups based on time (baseline vs. follow-up) and treatment (control vs. experimental). The analysis revealed that the gamified creativity-based program achieved lower frustration of basic psychological needs compared to the control treatment ( t (108) = 3.74, p < .001, d = 0.68) and a treatment effect was observed ( F (1) = 9.06, p = .003, η 2 p = .083). Autonomy and competence frustration significantly increased in the control group, while apparently remained consistent over time in the treatment group. Baseline and follow-up significant differences were found for relatedness ( t (114) = 1.12, p = .03, d = 0.4; t (110) = 2.88, p = .005, d = 0.53, respectively), as well as a treatment effect ( F (1) = 7.28, p = .008, η 2 p = .069). These findings provide support for the idea that students’ basic psychological needs are lower frustrated with the implementation of a gamified creativity-based teaching method in anatomy education.

Journal of Science Education and TechnologyVol. 34(2)
Universidad de Zaragoza (ES)
European Commission, Universidad de Zaragoza, Universitat de Lleida, Gobierno de Aragón, Education, Audiovisual and Culture Executive Agency
Quality Education
Openalex Percentile: Top 6%
Motivation and Self-Concept in Sports
3.86
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