Zhang Cevin, Baalsrud Hauge Jannicke, Härenstam Karin Pukk, Meijer Sebastiaan
School of Media and Design, Beijing Technology and Business University, Beijing, China.
Department of Biomedical Engineering and Health Systems, Kungliga Tekniska Högskolan, Huddinge, Sweden.
JMIR Serious Games. 2021 Mar 11;9(1):e21988. doi: 10.2196/21988.
Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals.
This contribution presents a serious game design representing patient flow characteristics, systemic resource configurations, and the roles of the players based on a real Swedish emergency ward. The game was tested in a set of game-based learning practices in the modalities of a physical board game and an online multiplayer serious game that implemented the same game structure.
First, survey scores were collected using the Game Experience Questionnaire Core and Social Presence Modules to evaluate the experience and acceptance of the proposed design to gamify real processes in emergency care. Second, lag sequential analysis was applied to analyze the impact of the game mechanics on learning behavior transitions. Lastly, regression analysis was used to understand whether learning engagement attributes could potentially serve as significant predicting variables for logistical performance in a simulated learning environment.
A total of 36 students from courses in engineering and management at KTH Royal Institute of Technology participated in both game-based learning practices during the autumn and spring semesters of 2019 and 2020. For the Core Module, significant differences were found for the scores for negative affect and tension compared with the rest of the module. For the Social Presence Module, significant differences were found in the scores for the psychological involvement - negative feelings dimension compared with the rest of the module. During the process of content generation, the participant had access to circulating management resources and could edit profiles. The standard regression analysis output yielded a ΔR of 0.796 (F1=2725.49, P<.001) for the board version and 0.702 (F2=2635.31, P<.001) for the multiplayer online version after the learning engagement attributes.
The high scores of positive affect and immersion compared to the low scores of negative feelings demonstrated the motivating and cognitive involvement impact of the game. The proposed game mechanics have visible effects on significant correlation parameters between the majority of scoring features and changes in learning engagement attributes. Therefore, we conclude that for enhancing learning in logistical aspects of health care, serious games that are steered by well-designed scoring mechanisms can be used.
在运营管理中使用严肃游戏进行学习已得到广泛认可。然而,特别是在医疗保健运营中的物流技能方面,关于设计用于促进学习参与和实现预期学习目标的游戏机制的研究较少。
本研究基于瑞典一家真实的急诊病房,呈现了一款体现患者流特征、系统资源配置和玩家角色的严肃游戏设计。该游戏在一系列基于游戏的学习实践中进行了测试,包括实体棋盘游戏和实施相同游戏结构的在线多人严肃游戏两种形式。
首先,使用《游戏体验问卷核心版》和《社交临场感模块》收集调查分数,以评估所提出的将真实急诊护理流程游戏化设计的体验和接受度。其次,应用滞后序列分析来分析游戏机制对学习行为转变的影响。最后,使用回归分析来了解在模拟学习环境中,学习参与属性是否可能作为物流绩效的重要预测变量。
2019年和2020年秋季及春季学期,共有36名来自瑞典皇家理工学院工程与管理课程的学生参与了这两种基于游戏的学习实践。对于核心模块,与该模块的其他部分相比,在消极情绪和紧张感的分数上发现了显著差异。对于社交临场感模块,与该模块的其他部分相比,在心理投入 - 消极情绪维度的分数上发现了显著差异。在内容生成过程中,参与者可以获取流通的管理资源并编辑个人资料。学习参与属性之后,标准回归分析输出显示棋盘版的ΔR为0.796(F1 = 2725.49,P <.001),多人在线版的ΔR为0.702(F2 = 2635.31,P <.001)。
与消极情绪的低分相比,积极情绪和沉浸感的高分表明了游戏的激励和认知参与影响。所提出的游戏机制对大多数评分特征与学习参与属性变化之间的显著相关参数有明显影响。因此,我们得出结论,为了加强医疗保健物流方面的学习,可以使用由精心设计的评分机制引导的严肃游戏。