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在心电图解读学习的游戏化过程中评估学生的动机。

Evaluation of students' motivation during the gamification of electrocardiogram interpretation learning.

出版信息

Tunis Med. 2020 Nov;98(11):776-782.

Abstract

INTRODUCTION

The quality of the training of medical students is one of the guarantors of the proper functioning of our health system. Gamification is an innovative educational pedagogical method that stimulates the pleasure of learning and encourages learner motivation.

AIM

To evaluate the subjective and external motivations and academic self-efficacy of DCEM1 students by playing with TD sessions designed to learn the systematic interpretation of rhythm disorders on surface ECGs using playing cards.

METHODS

It was a descriptive, cross-sectional study. Three successive groups of 25 students each took part in this study which took place at the Faculty of Medicine of Tunis. Each group was subdivided into 5 subgroups. During the TD session, the same 18 playing cards are distributed to each subgroup, and various wide and thin QRS tachycardia ECG plots are projected successively. Each subgroup should collect playing cards related to the methodical interpretation of each ECG trace and establish the final diagnosis of rhythm disorder. At the end of the pedagogical training, an anonymous self-assessment questionnaire to measure the types of motivation and academic self-efficacy was submitted to the students.

RESULTS

Seventy-five students participated in our study. They were mostly female (sex ratio = 4). Gamification learning using playing cards has generated learners' intrinsic motivation (5.89 ± 0.97), allowing them to feel more confident in themselves, capable of acquiring new skills. Regarding extrinsic motivation, having good results on the exam was not their main concern (4.34 ± 1.23). This learning method has created a feeling of self-efficacy among our learners (5,004 ± 0,98). Indeed, they proved to be able to assimilate the fundamental notions of the course (5.86 ± 1.26), to understand the most complex material of the course (5 ± 1.55) and to acquire the competences targeted by this course (5.41 ± 0.5 ). Finally, all learners were satisfied with the method of gamification learning using playing cards. They recommended that this method be generalized throughout all ECG sessions.

CONCLUSION

Gamification learning seems to be an effective and appropriate approach to teaching in the medical field since it allows to associate the notion of pleasure and the act of learning and stimulating motivation and self-efficacy learners.

摘要

简介

医学生的培训质量是我们医疗体系正常运作的保障之一。游戏化是一种创新的教育教学方法,它可以激发学习的乐趣,鼓励学习者的积极性。

目的

通过玩 TD 游戏来学习使用扑克牌对体表心电图进行节律障碍的系统解读,评估 DCEM1 学生的主观和外部动机以及学业自我效能感。

方法

这是一项描述性的、横断面研究。共有三个连续的 25 名学生小组参加了这项研究,该研究在突尼斯医学院进行。每个小组又分为 5 个小组。在 TD 课程中,将相同的 18 张扑克牌分发给每个小组,然后依次呈现各种宽和窄的 QRS 心动过速心电图。每个小组应该收集与方法学解释每条 ECG 轨迹相关的扑克牌,并建立节律障碍的最终诊断。在教学培训结束时,向学生提交一份匿名的自我评估问卷,以衡量他们的动机类型和学业自我效能感。

结果

共有 75 名学生参加了我们的研究。他们大多是女性(性别比例=4)。使用扑克牌进行游戏化学习激发了学习者的内在动机(5.89±0.97),使他们对自己更有信心,有能力掌握新技能。至于外在动机,他们并不关心考试取得好成绩(4.34±1.23)。这种学习方法在我们的学习者中产生了自我效能感(5.004±0.98)。事实上,他们证明自己能够吸收课程的基本概念(5.86±1.26),理解课程中最复杂的材料(5±1.55),并掌握这门课程的目标能力(5.41±0.5)。最后,所有的学习者都对使用扑克牌进行游戏化学习的方法感到满意。他们建议在所有的心电图课程中推广这种方法。

结论

游戏化学习似乎是一种有效的、适合医学领域的教学方法,因为它可以将乐趣和学习行为联系起来,激发学习者的积极性和自我效能感。

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