A prospective cohort study of game-based learning by digital simulation of a pig farm to train agriculture students to reduce piglet mortality
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A prospective cohort study of game-based learning by digital simulation of a pig farm to train agriculture students to reduce piglet mortality. / Klit, Karl Johan Møller; Pedersen, Ken Steen; Stege, Helle.
I: Porcine Health Management, Bind 4, Nr. 1, 28, 2018.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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TY - JOUR
T1 - A prospective cohort study of game-based learning by digital simulation of a pig farm to train agriculture students to reduce piglet mortality
AU - Klit, Karl Johan Møller
AU - Pedersen, Ken Steen
AU - Stege, Helle
PY - 2018
Y1 - 2018
N2 - Background: Acquisition of knowledge and skills by agriculture students prior to real-life experience is a well-known educational challenge. Game-based learning has the advantage of being active, experiential, and problem-based, and provides immediate feedback. Simulation games are widely used in other fields to support traditional teaching methodology and actively engage students. This study investigates whether a digital pig farm game can assist agriculture students in acquiring knowledge and skills in farrowing management to reduce mortality in piglets prior to weaning. Results: Overall the simulation group tended to score higher; however, at 5% confidence level, the difference was not significant. The simulation group had the lowest standard deviation which to some extent was due to reduced number of low-scoring students. Nevertheless, students requested more digital simulation for learning and practicing skills. Conclusion: The use of game-based learning in agricultural education has a huge potential for building skills needed on a real pig farm. However, an increase in knowledge related to farrowing management was not documented. The integration of game-based learning into an educational setting needs further evaluation.
AB - Background: Acquisition of knowledge and skills by agriculture students prior to real-life experience is a well-known educational challenge. Game-based learning has the advantage of being active, experiential, and problem-based, and provides immediate feedback. Simulation games are widely used in other fields to support traditional teaching methodology and actively engage students. This study investigates whether a digital pig farm game can assist agriculture students in acquiring knowledge and skills in farrowing management to reduce mortality in piglets prior to weaning. Results: Overall the simulation group tended to score higher; however, at 5% confidence level, the difference was not significant. The simulation group had the lowest standard deviation which to some extent was due to reduced number of low-scoring students. Nevertheless, students requested more digital simulation for learning and practicing skills. Conclusion: The use of game-based learning in agricultural education has a huge potential for building skills needed on a real pig farm. However, an increase in knowledge related to farrowing management was not documented. The integration of game-based learning into an educational setting needs further evaluation.
KW - Agriculture
KW - Animal welfare
KW - Digital simulation
KW - Game-based learning
KW - Piglet mortality
U2 - 10.1186/s40813-018-0105-6
DO - 10.1186/s40813-018-0105-6
M3 - Journal article
C2 - 30519479
AN - SCOPUS:85058979618
VL - 4
JO - Porcine Health Management
JF - Porcine Health Management
SN - 2055-5660
IS - 1
M1 - 28
ER -
ID: 212860353