Sward Katherine A, Richardson Stephanie, Kendrick Jeremy, Maloney Chris
University of Utah College of Nursing, Department of Biomedical Informatics, Center for Teaching & Learning Excellence, School of Medicine, Salt Lake City, Utah 84112, USA.
Ambul Pediatr. 2008 Nov-Dec;8(6):354-9. doi: 10.1016/j.ambp.2008.07.007. Epub 2008 Oct 5.
The aim of this study was to assess, using a Web-based format, third-year medical students' pediatric knowledge and perceptions of game playing with faculty facilitation compared with self-study computerized flash cards.
This study used a repeated-measures experimental design with random assignment to a game group or self-study group. Pediatric knowledge was tested using multiple choice exams at baseline, week 6 of the clerkship following a 4-week intervention, and 6 weeks later. Perceptions about game playing and self-study were evaluated using a questionnaire at week 6.
The groups did not differ on content mastery, perceptions about content, or time involved in game playing or self-study. Perceptions about game playing versus self-study as a pedagogical method appeared to favor game playing in understanding content (P<.001), perceived help with learning (P<.05), and enjoyment of learning (P<.008). An important difference was increased game group willingness to continue participating in the intervention.
Games can be an enjoyable and motivating method for learning pediatric content, enhanced by group interactions, competition, and fun. Computerized, Web-based tools can facilitate access to educational resources and are feasible to apply as an adjunct to teaching clinical medicine.
本研究旨在采用基于网络的形式,评估三年级医学生的儿科知识,以及与自学电脑抽认卡相比,在教师引导下进行游戏学习的认知情况。
本研究采用重复测量实验设计,随机分配至游戏组或自学组。在基线、为期4周的实习第6周以及6周后,通过多项选择题考试来测试儿科知识。在第6周使用问卷评估对游戏学习和自学的认知。
两组在内容掌握、对内容的认知或游戏学习及自学所花费的时间方面没有差异。作为一种教学方法,对游戏学习与自学的认知似乎表明,在理解内容(P<0.001)、感知对学习的帮助(P<0.05)和学习乐趣(P<0.008)方面,游戏学习更具优势。一个重要的差异是游戏组继续参与干预的意愿增强。
游戏可以成为学习儿科内容的一种有趣且有激励作用的方法,通过小组互动、竞争和趣味性得到强化。基于网络的计算机工具可以促进获取教育资源,并且作为临床医学教学的辅助手段是可行的。