Tunis Med. 2021;99(7):714-720.
The impact of technology in education has led to various changes in the way that different stakeholders, like students and teachers work and interact with each other. The use of the serious game design in educational contexts has been related to the development of the 21st century skills such as communication, collaboration, creativity and critical thinking.
To analyze a serious game design process by third -year medical students, from the perspective of the 21st century competencies engaged in the game design process. Those outlined key competencies are communication, collaboration, creativity and critical thinking.
This is a qualitative, descriptive, and inductive study that follows a phenomenological approach. Twelve volunteer third-year medical students participated in an activity of designing of serious games. This study, carried out during summer internship in the cardiology department of Habib Thameur Hospital. The course of the designing of serious games with students spread over 4 weeks with 10 hours face-to-face and 10 hours of remote work.
The participants in our study were twelves third-year medical students. Of these 12 students, 10 were female. The duration of each interview depends on each participant's ability. The analysis of the data, based on the phenomenological method of Giorgi brought out four central themes: theme 1: Critical thinking skills and problems solving skills, theme 2: Communication, theme 3: Creativity, theme 4: Collaboration. The overall essence of the phenomenon is these third medical students who experienced the serious game design outlined key competencies.
Using serious game development-based learning as a learning method to impart multidimensional skills and knowledge suggests a promising approach for developing clinical reasoning, creativity, communication, and collaboration in students.
技术在教育中的应用导致了不同利益相关者(如学生和教师)的工作方式和相互交流方式的各种变化。在教育背景下使用严肃游戏设计与 21 世纪技能的发展相关,如沟通、协作、创造力和批判性思维。
从参与游戏设计过程的 21 世纪能力的角度分析三年级医学生的严肃游戏设计过程。这些概述的关键能力包括沟通、协作、创造力和批判性思维。
这是一项定性、描述性和归纳性研究,遵循现象学方法。十二名志愿三年级医学生参与了严肃游戏的设计活动。这项研究是在哈比卜·塔梅尔医院心脏病科的暑期实习期间进行的。学生们进行严肃游戏设计的课程持续了 4 周,面对面 10 小时,远程工作 10 小时。
我们的研究参与者是十二名三年级医学生。这 12 名学生中有 10 名是女性。每次访谈的持续时间取决于每个参与者的能力。基于 Giorgi 的现象学方法对数据进行的分析得出了四个中心主题:主题 1:批判性思维技能和解决问题的能力,主题 2:沟通,主题 3:创造力,主题 4:协作。该现象的总体本质是这些经历严肃游戏设计的三年级医学生概述了关键能力。
使用基于严肃游戏开发的学习作为一种传授多维技能和知识的学习方法,为培养学生的临床推理、创造力、沟通和协作能力提供了一种有前途的方法。