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一项关于游戏化在线学习体验及其在医学生中的接受度的评估研究。

An evaluation study on gamified online learning experiences and its acceptance among medical students.

作者信息

Ohn May Honey, Ohn Khin-Maung

机构信息

Department of Medicine, Faculty of Medicine and Health Sciences, University Malaysia Sabah, Kota Kinabalu, Malaysia.

Department of Surgery, Faculty of Medicine and Health Sciences, University Malaysia Sabah, Kota Kinabalu, Malaysia.

出版信息

Tzu Chi Med J. 2019 Jun 6;32(2):211-215. doi: 10.4103/tcmj.tcmj_5_19. eCollection 2020 Apr-Jun.

Abstract

OBJECTIVE

The successful application of gamification in different educational settings shows that the use of gamification in medical education may be an effective solution. Even though many studies have been conducted to investigate the efficacy of the integration of gamification to different education curriculums, few studies have examined the reactions, behaviors, and attitudes of learners toward the use of gamification in medical education. Hence, this study aimed to evaluate the medical students' learning experience and acceptance of the use of gamification for the delivery of electrocardiogram lessons.

MATERIALS AND METHODS

A qualitative research method was used to generate findings in this study. The data collection methods included focus group discussions and interviews. Triangulation methods were used to ensure the validity and reliability of the qualitative data analyzed in this study. The thematic analysis of the data collected in this study helped to garner insights into the perception of participants and experts about the use of GaMed@ for the delivery of ECG lessons.

RESULTS

A total number of 32 medical students and four experts in the fields of user experience, communication, social psychology, and game design participated in this study. The findings showed that in spite of the negative reports about the user experience and application of GaMed™, the participants and experts affirmed its positive impact on the increased motivation and engagement of users.

CONCLUSIONS

The impact of this concept can be maximized by tailoring the game design to foster-positive learning attributes, behaviors, and outcomes in students. However, further research studies must be conducted to investigate the impact of gamification designs on specific learning outcomes in students.

摘要

目的

游戏化在不同教育环境中的成功应用表明,在医学教育中使用游戏化可能是一种有效的解决方案。尽管已经进行了许多研究来调查将游戏化整合到不同教育课程中的效果,但很少有研究考察学习者对医学教育中使用游戏化的反应、行为和态度。因此,本研究旨在评估医学生对使用游戏化进行心电图课程教学的学习体验和接受程度。

材料与方法

本研究采用定性研究方法来得出研究结果。数据收集方法包括焦点小组讨论和访谈。采用三角验证法来确保本研究中分析的定性数据的有效性和可靠性。对本研究收集的数据进行主题分析,有助于深入了解参与者和专家对使用GaMed@进行心电图课程教学的看法。

结果

共有32名医学生以及用户体验、沟通、社会心理学和游戏设计领域的4位专家参与了本研究。研究结果表明,尽管有关于GaMed™用户体验和应用的负面报道,但参与者和专家肯定了它对提高用户积极性和参与度的积极影响。

结论

通过调整游戏设计以培养学生积极的学习属性、行为和成果,可以最大限度地发挥这一概念的影响。然而,必须进行进一步的研究,以调查游戏化设计对学生特定学习成果的影响。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ae82/7137361/a00af5b90b7d/TCMJ-32-211-g001.jpg

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