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Related Concept Videos

Surveys02:16

Surveys

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Often, psychologists develop surveys as a means of gathering data. Surveys are lists of questions to be answered by research participants, and can be delivered as paper-and-pencil questionnaires, administered electronically, or conducted verbally. Generally, the survey itself can be completed in a short time, and the ease of administering a survey makes it easy to collect data from a large number of people.
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Nursing Process for Patient and Caregiver Teaching III: Evaluation and Documentation01:20

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Evaluation of the teaching process enables the nurse to determine if the patient's learning needs were met and if training was effective. If the expected outcomes are not met, the care plan is revised, and additional education or reinforcement is provided. Nurses can ask questions after the session or obtain feedback to assess the patient's understanding of the topic.
Nurses can use several methods to evaluate patient outcomes. For example, oral questions can assess cognitive learning,...
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Related Experiment Video

Updated: Nov 12, 2025

Use of Galvanic Skin Responses, Salivary Biomarkers, and Self-reports to Assess Undergraduate Student Performance During a Laboratory Exam Activity
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Using Gamification to Promote Accurate Data Entry of Practicum Experience Hours in Graduate Students.

Diana Parry-Cruwys1, Jacquelyn MacDonald1

  • 1Regis College, 235 Wellesley St., Weston, MA 02493 USA.

Behavior Analysis in Practice
|March 18, 2021
PubMed
Summary
This summary is machine-generated.

Gamification significantly improved accurate data entry for graduate students in behavior analysis practicum hours. Most participants achieved perfect accuracy using the "Practicum Slayer" intervention.

Keywords:
BACBData entryExperienceFieldworkGameGamificationPracticum

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Area of Science:

  • Behavior Analysis
  • Educational Technology
  • Human-Computer Interaction

Background:

  • Accurate data entry is crucial for behavior analysis certification.
  • Graduate students often face challenges in maintaining accurate practicum hour logs.
  • Existing methods may lack sufficient engagement for consistent data recording.

Purpose of the Study:

  • To evaluate the impact of a gamified intervention on the accuracy of practicum experience hour data entry.
  • To compare a gamified package against a feedback-only condition in a behavior analysis graduate program.
  • To assess the effectiveness of "Practicum Slayer" in improving data entry accuracy.

Main Methods:

  • A multiple-baseline design across classes was employed.
  • The study involved 15 graduate students in behavior analysis.
  • Data collection focused on weekly percentages of 100% accurate entries into the BACB Fieldwork Tracker.

Main Results:

  • The gamified intervention led to increased accurate data entry across all participating classes.
  • 93.33% (14 out of 15) of students achieved 100% accuracy by the study's conclusion.
  • Social validity measures indicated moderate participant acceptance of the gamification package.

Conclusions:

  • Gamification is an effective strategy for enhancing data entry accuracy in behavior analysis practicum.
  • The "Practicum Slayer" intervention shows promise for improving administrative tasks in graduate training.
  • Future research should explore long-term effects and broader applications of gamification in behavior analysis education.