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<dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:invenio="http://invenio-software.org/elements/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><dc:identifier>doi:10.1007/s10956-024-10178-w</dc:identifier><dc:language>eng</dc:language><dc:creator>Latre-Navarro, Lorena</dc:creator><dc:creator>Quintas-Hijós, Alejandro</dc:creator><dc:creator>Sáez-Bondía, María José</dc:creator><dc:title>Analysis of Human Anatomy Education: The Effects of a Gamified Creativity-Based Teaching Method on Students’ from Basic Psychological Needs Frustration</dc:title><dc:identifier>ART-2024-142433</dc:identifier><dc:description>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 &amp;lt; .001, d = 0.68) and a treatment effect was observed (F (1) = 9.06, p = .003, η2p = .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, η2p = .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.</dc:description><dc:date>2024</dc:date><dc:source>http://zaguan.unizar.es/record/150153</dc:source><dc:doi>10.1007/s10956-024-10178-w</dc:doi><dc:identifier>http://zaguan.unizar.es/record/150153</dc:identifier><dc:identifier>oai:zaguan.unizar.es:150153</dc:identifier><dc:relation>info:eu-repo/grantAgreement/ES/DGA-FEDER/S27-20R</dc:relation><dc:relation>info:eu-repo/grantAgreement/ES/UZ/REL.I-2022-012 STEAM4GIRLS- Escape Steam Challenge</dc:relation><dc:identifier.citation>JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY (2024), [15 pp.]</dc:identifier.citation><dc:rights>by</dc:rights><dc:rights>https://creativecommons.org/licenses/by/4.0/deed.es</dc:rights><dc:rights>info:eu-repo/semantics/openAccess</dc:rights></dc:dc>

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