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解剖冒险:一款增强解剖理解的棋盘游戏。

Anatomy adventure: a board game for enhancing understanding of anatomy.

机构信息

Department of Anatomy, College of Medicine, University of Nigeria, Enugu Campus, Enugu, Nigeria.

出版信息

Anat Sci Educ. 2014 Mar-Apr;7(2):153-60. doi: 10.1002/ase.1389. Epub 2013 Jul 22.

DOI:10.1002/ase.1389
PMID:23878076
Abstract

Certain negative factors such as fear, loss of concentration and interest in the course, lack of confidence, and undue stress have been associated with the study of anatomy. These are factors most often provoked by the unusually large curriculum, nature of the course, and the psychosocial impact of dissection. As a palliative measure, Anatomy Adventure, a board game on anatomy was designed to reduce some of these pressures, emphasize student centered and collaborative learning styles, and add fun to the process of learning while promoting understanding and retention of the subject. To assess these objectives, 95 out of over 150 medical and dental students who expressed willingness to be part of the study were recruited and divided into a Game group and a Non-game group. A pretest written examination was given to both groups, participants in the Game group were allowed to play the game for ten days, after which a post-test examination was also given. A 20-item questionnaire rated on a three-point scale to access student's perception of the game was given to the game group. The post-test scores of the game group were significantly higher (P < 0.05) than those of the non-game counterparts. Also the post-test score of the game based group was significantly better (P < 0.05) than their pretest. The students in their feedback noted in very high proportions that the game was interesting, highly informative, encouraged team work, improved their attitude, and perception to gross anatomy.

摘要

某些负面因素,如恐惧、注意力不集中和对课程失去兴趣、缺乏自信和过度压力,都与解剖学的学习有关。这些因素通常是由异常庞大的课程、课程的性质以及解剖的心理社会影响引起的。作为一种缓解措施,设计了一款名为“解剖冒险”的解剖学棋盘游戏,旨在减轻这些压力,强调以学生为中心和协作的学习方式,并在学习过程中增加乐趣,同时促进对该主题的理解和记忆。为了评估这些目标,招募了超过 150 名医学生和牙科学员中的 95 名愿意参与研究的学员,并将他们分为游戏组和非游戏组。对两组都进行了预测试书面考试,游戏组的参与者被允许玩游戏十天,之后也进行了后测试考试。向游戏组发放了一份 20 项的问卷,该问卷采用三分制评分,用于评估学生对游戏的看法。游戏组的后测得分明显高于非游戏组(P < 0.05)。而且,游戏组的后测成绩也明显优于他们的前测成绩。学生们在反馈中非常高的比例表示,该游戏很有趣、信息量很大、鼓励团队合作、提高了他们的态度和对大体解剖学的看法。

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