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概念验证:基于游戏的移动学习——首款应用程序Actionbound在兽医神经病学教育中作为基于案例的地理寻宝游戏的首次体验。

Proof of Concept: Game-Based Mobile Learning-The First Experience With the App Actionbound as Case-Based Geocaching in Education of Veterinary Neurology.

作者信息

Nessler Jasmin, Schaper Elisabeth, Tipold Andrea

机构信息

Department of Small Animal Medicine and Surgery, University of Veterinary Medicine Hannover, Foundation, Hannover, Germany.

Centre for E-Learning, Didactics and Educational Research (ZELDA), University of Veterinary Medicine Hannover, Foundation, Hannover, Germany.

出版信息

Front Vet Sci. 2021 Dec 21;8:753903. doi: 10.3389/fvets.2021.753903. eCollection 2021.

Abstract

Case-based learning is a valuable tool to impart various problem-solving skills in veterinary education and stimulate active learning. Students can solve imaginary cases without the need for contact with real patients. Case-based teaching can be well performed as asynchronous remote-online class. In time of the COVID-19-pandemic, many courses in veterinary education are provided online. Therefore, students report certain fatigue when it comes to desk-based online learning. The app "Actionbound" provides a platform to design digitally interactive scavenger hunts based on global positioning system (GPS)-called "bounds" -in which the teacher can create a case study with an authentic patient narrative elements. This app was designed for multimedia-guided museum or city tours initially. The app offers the opportunity to send the students to different geographic localizations for example in a park or locations on the University campus, like geocaching. In this way, students can walk outdoors while solving the case study. The present article describes the first experience with Actionbound as a tool for mobile game-based and case-orientated learning in veterinary education. Three veterinary neurology cases were designed as bounds for undergraduate students. In the summer term 2020, 42 students from the second to the fourth year of the University of Veterinary Medicine Hannover worked on these three cases, which were solved 88 times in total: Cases 1 and 2 were each played 30 times, and case 3 was played 28 times. Forty-seven bounds were solved from students walking through the forest with GPS, and 41 were managed indoors. After each bound, students evaluated the app and the course a 6-point numerical Likert rating scale (1 = excellent to 6 = unsatisfactory). Students playing the bounds outdoors performed significantly better than students solving the corresponding bound at home in two of the three cases ( = 0.01). The large majority of the students rated the course as excellent to good (median 1.35, range 1-4) and would recommend the course to friends (median 1.26, range 1-3). Summarizing, in teaching veterinary neurology Actionbound's game-based character in the context of outdoor activity motivates students, might improve learning, and is highly suitable for case-based learning.

摘要

基于案例的学习是在兽医教育中传授各种解决问题技能并激发主动学习的宝贵工具。学生可以解决虚拟案例,而无需接触真实患者。基于案例的教学可以很好地作为异步远程在线课程来开展。在新冠疫情期间,兽医教育中的许多课程都在线提供。因此,学生在基于桌面的在线学习时会感到一定的疲劳。“Actionbound”应用程序提供了一个平台,可设计基于全球定位系统(GPS)的数字交互式寻宝游戏——称为“边界”——教师可以在其中创建一个带有真实患者叙事元素的案例研究。这个应用程序最初是为多媒体引导的博物馆或城市游览而设计的。该应用程序提供了将学生送到不同地理位置的机会,例如公园或大学校园的某些地点,就像地理寻宝一样。通过这种方式,学生可以在户外行走的同时解决案例研究。本文描述了将Actionbound作为兽医教育中基于移动游戏和案例导向学习工具的首次体验。设计了三个兽医神经学案例作为本科学生的“边界”。在2020年夏季学期,汉诺威兽医学院二至四年级的42名学生参与了这三个案例,总共解决了88次:案例1和案例2各被玩了30次,案例3被玩了28次。学生通过GPS在森林中行走解决了47个“边界”,在室内解决了41个。在每个“边界”之后,学生使用6点数字李克特量表(1 = 优秀至6 = 不满意)对应用程序和课程进行评估。在三个案例中的两个案例中,在户外玩“边界”的学生表现明显优于在家解决相应“边界”的学生(P = 0.01)。绝大多数学生将该课程评为优秀至良好(中位数1.35,范围1 - 4),并会向朋友推荐该课程(中位数1.26,范围1 - 3)。总之,在兽医神经学教学中,Actionbound在户外活动背景下的游戏性质能够激励学生,可能会提高学习效果,并且非常适合基于案例学习。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9900/8724428/525db51a737c/fvets-08-753903-g0001.jpg

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