Arruzza Elio, Chau Minh
UniSA Allied Health & Human Performance, University of South Australia, South Australia, Australia.
UniSA Allied Health & Human Performance, University of South Australia, South Australia, Australia.
J Med Imaging Radiat Sci. 2021 Mar;52(1):137-146. doi: 10.1016/j.jmir.2020.10.003. Epub 2020 Nov 3.
In today's ever-changing technological landscape, novel pedagogical methods are very attractive for medical radiation educators trying to enhance their students' educational experience. This scoping review aimed to assess the evidence regarding the value of gamification as part of health science undergraduate education, in comparison to conventional teaching curriculum.
A comprehensive systematic literature search was conducted in MEDLINE, EMC are and Cochrane databases. Articles were eligible if they were randomised controlled trials comparing the use of gamification for undergraduate health profession students, with conventional teaching methods. Outcomes included knowledge (ie., information acquisition), skills (ie., knowledge application) and perceived benefit. Screening, data extraction and critical appraisal was conducted by two reviewers independently.
Eleven RCT studies were included (n = 997). Three of eight reporting studies discovered significant findings for knowledge acquisition scores favouring the intervention group. Varying results were demonstrated in the skills domain across six studies. Perceived benefits including student motivation and satisfaction levels demonstrated positive findings in all but one of six reporting studies.
Educators should supplement methods with gamified learning rather than replace them, consider group-based gamification, and employ methods at irregular intervals.
The findings of this review suggest that gamification may be advantageous for health science undergraduates. Gamification positively impacts student satisfaction and motivation, though its capacity to enhance students' knowledge acquisition and application necessitates further research.
在当今不断变化的技术格局中,新颖的教学方法对于试图提升学生教育体验的医学放射教育工作者极具吸引力。本范围综述旨在评估与传统教学课程相比,游戏化作为健康科学本科教育一部分的价值的相关证据。
在MEDLINE、EMC are和Cochrane数据库中进行了全面的系统文献检索。如果文章是比较本科健康专业学生使用游戏化与传统教学方法的随机对照试验,则符合纳入标准。结果包括知识(即信息获取)、技能(即知识应用)和感知益处。由两名 reviewers 独立进行筛选、数据提取和批判性评价。
纳入了11项随机对照试验研究(n = 997)。八项报告研究中的三项发现干预组在知识获取分数方面有显著结果。六项研究在技能领域呈现出不同的结果。除六项报告研究中的一项外,包括学生动机和满意度水平在内的感知益处均呈现出积极结果。
教育工作者应将游戏化学习作为补充方法而非替代方法,考虑基于小组的游戏化,并不定期采用这些方法。
本综述的结果表明,游戏化可能对健康科学本科生有益。游戏化对学生满意度和动机有积极影响,但其提升学生知识获取和应用的能力仍需进一步研究。