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反思医学教育中的游戏化学习:基于 2012-2022 年观察性学习成果结构(SOLO)分类法的系统文献综述。

Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012-2022.

机构信息

Biomedical and Translational Science, Carle-Illinois College of Medicine; Education Policy, Organization, and Leadership, College of Education, University of Illinois Urbana-Champaign, Champaign, IL, USA.

Education Policy, Organization, and Leadership College of Education, University of Illinois Urbana-Champaign, Champaign, IL, USA.

出版信息

BMC Med Educ. 2024 Jan 3;24(1):20. doi: 10.1186/s12909-023-04955-1.

Abstract

BACKGROUND

The acquisition of in-depth medical knowledge, skills, and competencies is of utmost importance when training future medical professionals. This systematic literature review delves into the empirical connection between gamified learning in medical education and the Structure of Observed Learning Outcomes (SOLO) taxonomy.

METHODS

Following PRISMA guidelines, a systematic literature review was conducted in seven databases to identify empirical studies related to gamification and medical education. The literature search was limited to peer-reviewed articles published between January 2012 and December 2022. Articles focusing on games or learning technologies in a broader sense as well as research focusing on nursing or pharmacy education were excluded.

RESULTS

Upon reviewing 23 qualified empirical studies that applied gamified learning strategies in medical education, 18 (78%) studies are associated with the second lowest level (uni-structural) of the SOLO taxonomy. The mid-level (multi-structural) learning outcomes are associated with three (13%) of the reviewed studies. There are five (22%) studies focusing on the second highest (relational) level of the SOLO. Only one study (4%) is associated with the highest SOLO level (extended-abstract). Finally, three (13%) studies were identified with multiple levels of the SOLO. In addition to the SOLO levels, the review found six (26%) studies emphasizing motivational and engagement support of gamified learning strategies in facilitating intended learning outcome attainment. A total of three (13%) studies, across three SOLO levels, suggested that gamified learning strategies can improve students' soft skills in medical education programs.

CONCLUSION

These findings collectively emphasize the need for future research and development to design gamified learning experiences capable of fostering higher SOLO taxonomy attainment in medical education. Moreover, there is potential to extend the SOLO framework to encompass motivational and affective learning outcomes, providing a comprehensive understanding of the impact of gamified learning on medical students.

摘要

背景

对于培养未来医学专业人员而言,深入掌握医学知识、技能和能力至关重要。本系统文献综述深入探讨了医学教育中游戏化学习与观察学习成果结构(SOLO)分类法之间的实证联系。

方法

根据 PRISMA 指南,在七个数据库中进行了系统文献综述,以确定与游戏化和医学教育相关的实证研究。文献检索仅限于 2012 年 1 月至 2022 年 12 月期间发表的同行评议文章。排除了关注更广泛意义上的游戏或学习技术的文章以及关注护理或药学教育的研究。

结果

在审查了 23 篇应用医学教育中游戏化学习策略的合格实证研究后,其中 18 篇(78%)研究与 SOLO 分类法的第二低水平(单一结构)相关。中级(多结构)学习成果与 3 篇(13%)综述研究相关。有 5 篇(22%)研究关注 SOLO 的第二高水平(关系)。仅有 1 篇研究(4%)与 SOLO 的最高水平(拓展摘要)相关。最后,有 3 篇(13%)研究涉及 SOLO 的多个水平。除 SOLO 水平外,综述还发现了 6 篇(26%)研究强调游戏化学习策略在促进预期学习成果实现方面的动机和参与支持。共有 3 篇(13%)研究表明,游戏化学习策略可以提高医学教育项目中学生的软技能。

结论

这些发现共同强调了未来研究和开发的必要性,以设计能够在医学教育中培养更高 SOLO 分类法水平的游戏化学习体验。此外,有可能将 SOLO 框架扩展到包含动机和情感学习成果,从而全面了解游戏化学习对医学生的影响。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2326/10765768/103cca4b5456/12909_2023_4955_Fig1_HTML.jpg

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