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药学专业学生对游戏和基于游戏的学习的体验、偏好和看法。

Pharmacy student experience, preference, and perceptions of gaming and game-based learning.

机构信息

Faculty of Pharmacy, Universiti Kebangsaan Malaysia, Jalan Raja Muda Abdul Aziz, 50300 Kuala Lumpur, Malaysia.

Fakulti Animasi dan Multimedia, Akademi Seni Budaya dan Warisan Kebangsaan (ASWARA), 464, Jalan Tun Ismail, 50480 Kuala Lumpur, Malaysia.

出版信息

Curr Pharm Teach Learn. 2021 May;13(5):479-491. doi: 10.1016/j.cptl.2021.01.019. Epub 2021 Feb 14.

Abstract

INTRODUCTION

The incorporation of serious games in higher education has shown improvement in student engagement and motivation to learn. Research that explores local pharmacy student preferences of gamification aspects of serious games is scarce. Therefore, this study was conducted to investigate local pharmacy student experience, preference, and perceptions of gaming and game-based learning.

METHODS

A cross-sectional study was conducted by distributing self-administered questionnaires among pharmacy students in Malaysia. Descriptive statistics, the Mann-Whitney test, the Kruskal-Wallis test, and the Spearman's correlation test were used for analysis.

RESULTS

A total of 328 pharmacy students enrolled in this study, and 84.1% (n = 276) had video game experience. Students usually played video games using mobile phones (n = 231, 70%). Pharmacy students showed positive perceptions regarding serious games with a mean score of 3.69. However, limited awareness and knowledge of serious games was observed among pharmacy students. The most preferred game genres were role-playing and strategy (n = 174, 53%). Pharmacy students also preferred playing a cooperative game style (n = 113, 34.5%) with scores as a reward system (n = 204, 62.6%). Over three quarters (n = 292, 89.3%) wanted to see the results of the assessment after the game.

CONCLUSIONS

This research provided information on serious games preferences of local pharmacy students. Further study should evaluate the acceptance and effectiveness of the implementation of serious games among pharmacy students in Malaysia.

摘要

引言

在高等教育中融入严肃游戏已显示出对学生参与度和学习动机的提升作用。然而,针对当地药学专业学生对严肃游戏游戏化方面偏好的研究却相对较少。因此,本研究旨在探讨当地药学专业学生对游戏和基于游戏的学习的体验、偏好和认知。

方法

本研究采用横断面研究方法,向马来西亚药学专业学生发放自填式问卷。采用描述性统计、Mann-Whitney 检验、Kruskal-Wallis 检验和 Spearman 相关检验进行分析。

结果

共有 328 名药学专业学生参与了本研究,其中 84.1%(n=276)有过视频游戏体验。学生通常使用手机玩视频游戏(n=231,70%)。药学专业学生对严肃游戏持积极的认知,平均得分为 3.69。然而,药学专业学生对严肃游戏的认识和了解有限。最受欢迎的游戏类型是角色扮演和策略类(n=174,53%)。药学专业学生还更喜欢合作游戏模式(n=113,34.5%),并希望以分数作为奖励系统(n=204,62.6%)。超过四分之三的学生(n=292,89.3%)希望在游戏后看到评估结果。

结论

本研究提供了有关当地药学专业学生对严肃游戏偏好的信息。进一步的研究应评估严肃游戏在马来西亚药学专业学生中的接受程度和有效性。

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