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一项关于模拟游戏对学生临床认知技能和学习动机影响的实验研究。

An experimental study on the effects of a simulation game on students' clinical cognitive skills and motivation.

作者信息

Dankbaar Mary E W, Alsma Jelmer, Jansen Els E H, van Merrienboer Jeroen J G, van Saase Jan L C M, Schuit Stephanie C E

机构信息

Institute of Medical Education Research, Erasmus MC, University Medical Center Rotterdam, Room Ae-234, PO Box 2040, 3000 CA, Rotterdam, The Netherlands.

Department of Internal Medicine, Erasmus MC, University Medical Center Rotterdam, Rotterdam, The Netherlands.

出版信息

Adv Health Sci Educ Theory Pract. 2016 Aug;21(3):505-21. doi: 10.1007/s10459-015-9641-x. Epub 2015 Oct 3.

Abstract

Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students' cognitive skills and motivation. We set up a three-group randomized post-test-only design: a control group working on an e-module; a cases group, combining the e-module with low-fidelity text-based patient cases, and a game group, combining the e-module with a high-fidelity simulation game with the same cases. Participants completed questionnaires on cognitive load and motivation. After a 4-week study period, blinded assessors rated students' cognitive emergency care skills in two mannequin-based scenarios. In total 61 students participated and were assessed; 16 control group students, 20 cases students and 25 game students. Learning time was 2 h longer for the cases and game groups than for the control group. Acquired cognitive skills did not differ between groups. The game group experienced higher intrinsic and germane cognitive load than the cases group (p = 0.03 and 0.01) and felt more engaged (p < 0.001). Students did not profit from working on open cases (in adjunct to an e-module), which nonetheless challenged them to study longer. The e-module appeared to be very effective, while the high-fidelity game, although engaging, probably distracted students and impeded learning. Medical educators designing motivating and effective skills training for novices should align case complexity and fidelity with students' proficiency level. The relation between case-fidelity, motivation and skills development is an important field for further study.

摘要

模拟游戏在教育领域正变得越来越受欢迎,但我们需要更深入地了解其关键设计特征。本研究调查了开放式患者病例的逼真度与一个教学电子模块相结合对学生认知技能和动机的影响。我们设置了一个三组随机后测设计:一个对照组,只使用电子模块;一个病例组,将电子模块与低逼真度的基于文本的患者病例相结合;一个游戏组,将电子模块与具有相同病例的高逼真度模拟游戏相结合。参与者完成了关于认知负荷和动机的问卷。在为期4周的研究期后,不知情的评估者在两个基于人体模型的场景中对学生的认知急救技能进行评分。共有61名学生参与并接受评估;16名对照组学生、20名病例组学生和25名游戏组学生。病例组和游戏组的学习时间比对照组长2小时。各组获得的认知技能没有差异。游戏组比病例组经历了更高的内在认知负荷和相关认知负荷(p = 0.03和0.01),并且感觉参与度更高(p < 0.001)。学生并未从处理开放式病例(与电子模块相结合)中获益,尽管如此,这些病例促使他们学习更长时间。电子模块似乎非常有效,而高逼真度游戏虽然有吸引力,但可能分散了学生的注意力并阻碍了学习。为新手设计激励性和有效性技能培训的医学教育工作者应使病例复杂性和逼真度与学生的熟练程度相匹配。病例逼真度、动机和技能发展之间的关系是一个需要进一步研究的重要领域。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0ffc/4923100/2f54d64489b8/10459_2015_9641_Fig1_HTML.jpg

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