Use of Alternative Methodologies in Veterinary Medicine Learning and Acceptance of Students

Different university degrees focus on students acquiring theoretical and practical knowledge, aiming to develop their professional activity in the future. However, the usual study plans often forget other skills that will be very useful for the correct performance of their professional activity. In...

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Main Authors: Pablo-Jesús (Author), Lola Llobat (Author)
Format: Book
Published: MDPI AG, 2022-07-01T00:00:00Z.
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042 |a dc 
100 1 0 |a Pablo-Jesús  |e author 
700 1 0 |a Lola Llobat  |e author 
245 0 0 |a Use of Alternative Methodologies in Veterinary Medicine Learning and Acceptance of Students 
260 |b MDPI AG,   |c 2022-07-01T00:00:00Z. 
500 |a 10.3390/educsci12070476 
500 |a 2227-7102 
520 |a Different university degrees focus on students acquiring theoretical and practical knowledge, aiming to develop their professional activity in the future. However, the usual study plans often forget other skills that will be very useful for the correct performance of their professional activity. In the case of veterinarians, these can range from dialogue with farmers to the unification of knowledge, so that they can provide a simple and effective solution to the different questions that may arise throughout their work activity. On the other hand, the perception of the world and the ways of acquiring knowledge have been changing over the years. Currently, our students require new ways of being presented with the information and knowledge that they should acquire, using, in most cases, new technologies. The present study was carried out with two cases. First, we used gamification through role-play as an alternative methodology to generate a method to unify the knowledge acquired in the subject and, mainly, to acquire skills such as the transfer of this acquired knowledge to other classes and situations. The second case aims to verify if the use of new technologies, specifically the use of interactive videos, can improve the acceptance of students and their training. A total of 2 h of videos were recorded, and 31 min and 42 s of that footage were ultimately used. A special edition and some specific illustrations and designs were made for this work, taking care of the format-background relationship. The results obtained show that these alternative-learning methodologies could be applied to many subjects, so that students, in a playful and relaxed way, are able to unify all the knowledge they are acquiring in their training as veterinarians, preparing them to face the exercise of their future professional activity with greater ease and safety. Finally, we provide the degree of acceptance of these new learning methodologies by students. 
546 |a EN 
690 |a gamification 
690 |a new technologies 
690 |a interactive videos 
690 |a role-play 
690 |a high education 
690 |a veterinary sciences 
690 |a Education 
690 |a L 
655 7 |a article  |2 local 
786 0 |n Education Sciences, Vol 12, Iss 7, p 476 (2022) 
787 0 |n https://www.mdpi.com/2227-7102/12/7/476 
787 0 |n https://doaj.org/toc/2227-7102 
856 4 1 |u https://doaj.org/article/68de92967cca41b88a2bc8086e60f921  |z Connect to this object online.