Choose Your Own Adventure: Using Twine for Gamified Interactive Learning in Veterinary Anaesthesia

Otros/as autores/as

Institut Català de la Salut

[Redondo JI] Departamento de Medicina y Cirugía Animal, Facultad de Veterinaria, Universidad Cardenal Herrera-CEU, CEU Universities, Alfara del Patriarca, Valencia, Spain. [Marti-Scharfhausen MR] AniCura Indautxu Hospital Veterinario, Erandio, Bizkaia, Spain. [Martínez-Albiñana A] AniCura Aitana Hospital Veterinario, Mislata, Valencia, Spain. [Cañón-Pérez A] Unitat de Cirurgia Experimental, Vall d’Hebron Institut de Recerca (VHIR), Barcelona, Spain. Vall d’Hebron Hospital Universitari, Barcelona, Spain. [Gutiérrez-Bautista ÁJ] The Royal (Dick) School of Veterinary Studies, The University of Edinburgh, Easter Bush Campus, Midlothian, UK. [Viscasillas J] AniCura Valencia Sur Hospital Veterinario, Silla, Valencia, Spain

Vall d'Hebron Barcelona Hospital Campus

Fecha de publicación

2025-04-02T13:06:27Z

2025-04-02T13:06:27Z

2025-02-11



Resumen

Decision-making skills; Gamification; Veterinary education


Capacitat de presa de decisions; Gamificació; Educació veterinària


Habilidades de toma de decisiones; Gamificación; Educación veterinaria


Veterinary anaesthesia requires theoretical knowledge and quick decision-making skills. Traditional education may not adequately prepare students, while simulation-based learning enhances engagement and skill development. This study evaluates the effectiveness of a Twine-based web system in improving experiential learning, engagement, knowledge retention, and decision-making skills in veterinary anaesthesia students. Five interactive clinical cases were developed using Twine, simulating realistic anaesthesia scenarios with decision points and gamified elements, such as scoring systems and resource management. These modules were accessible on various devices via the web. Following a workshop for second- to fourth-year students of the Degree in Veterinary Sciences, an anonymous survey assessed the module’s effectiveness. Quantitative data were analysed descriptively, while qualitative feedback was processed through a hybrid AI–human thematic analysis. Out of 849 invited students, 367 responded (42% response rate). Feedback was highly positive; 90.8% found it effective for training, and 97.0% agreed it improved knowledge. User-friendliness was rated as “easy” or “very easy” by 94.6%. Regarding overall satisfaction, 96.7% of students described the workshop as “good” or “excellent”. Some participants suggested improvements in mobile device compatibility and the need for additional resources to understand the concepts better. Twine’s interactive format fosters experiential learning while reducing reliance on live animals, aligning with modern ethical standards. Its accessibility via web and translation-enabled browsers enhances its reach. Future research should examine Twine’s impact on clinical skills retention and adaptability in various educational contexts, providing a flexible approach to veterinary anaesthesia education through gamified learning.

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Artículo


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Inglés

Publicado por

MDPI

Documentos relacionados

Veterinary Sciences;12(2)

https://doi.org/10.3390/vetsci12020156

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Attribution 4.0 International

http://creativecommons.org/licenses/by/4.0/

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