• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

数字化教育游戏在药理学教学过程中的应用评价。

The evaluation of digital educational game use in pharmacology teaching process.

机构信息

Department of Clinical and Experimental Pharmacology, Faculty of Medicine, Medical University of Warsaw, Warsaw, Poland.

出版信息

Pharmacol Res Perspect. 2024 Oct;12(5):e1237. doi: 10.1002/prp2.1237.

DOI:10.1002/prp2.1237
PMID:39161123
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11333716/
Abstract

The aim of the study was to determine the usefulness of educational video games as a variety applied to the traditional teaching of pharmacology in topics of antifungal and hypolipidemic drugs. Sixty-six volunteers were divided into control group (n = 33) and experimental group (n = 33). The first group received traditional seminar only, and the second played video game designed with the use of Kahoot! platform after the seminar. The assessment of knowledge was conducted with the use of three tests: pre-test was presented before seminar, post-test after seminar (for control group) or after playing the video game (for experimental group), and test no. 3 took place 4 weeks later. Analysis of tests' scores with respect to both topics resulted in the observation that the control and experimental groups show statistically significant improvement in knowledge, whether it was measured after the seminar or 4 weeks later. However, the results of experimental group were statistically better in comparison to the control group. It proves that electronic GBL (game-based learning) applied to standard educational processes increases short- and long-term knowledge retention compared to traditional seminars.

摘要

本研究旨在确定教育视频游戏作为一种应用于抗真菌和降血脂药物等药理学传统教学的多样性的有效性。66 名志愿者被分为对照组(n=33)和实验组(n=33)。第一组仅接受传统研讨会,第二组在研讨会后使用 Kahoot! 平台玩设计的视频游戏。使用三种测试进行知识评估:在研讨会之前进行前测,在研讨会后(对照组)或玩完视频游戏后(实验组)进行后测,然后在 4 周后进行测试 3。对两个主题的测试分数进行分析后发现,无论在研讨会后还是 4 周后进行测量,对照组和实验组的知识都有显著提高。然而,实验组的结果与对照组相比具有统计学上的优势。这证明了电子 GBL(基于游戏的学习)应用于标准教育过程可以提高短期和长期的知识保留率,优于传统研讨会。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6829/11333716/a9a6a392a2a4/PRP2-12-e1237-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6829/11333716/68009cc3b2cd/PRP2-12-e1237-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6829/11333716/bee50b1461d4/PRP2-12-e1237-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6829/11333716/a9a6a392a2a4/PRP2-12-e1237-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6829/11333716/68009cc3b2cd/PRP2-12-e1237-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6829/11333716/bee50b1461d4/PRP2-12-e1237-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6829/11333716/a9a6a392a2a4/PRP2-12-e1237-g004.jpg

相似文献

1
The evaluation of digital educational game use in pharmacology teaching process.数字化教育游戏在药理学教学过程中的应用评价。
Pharmacol Res Perspect. 2024 Oct;12(5):e1237. doi: 10.1002/prp2.1237.
2
Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs--a randomized controlled trial.抗菌药物药理学教学中棋盘游戏与基于讲座的研讨会对比——一项随机对照试验
FEMS Microbiol Lett. 2016 Apr;363(7). doi: 10.1093/femsle/fnw045. Epub 2016 Feb 23.
3
Computer game-based and traditional learning method: a comparison regarding students' knowledge retention.基于计算机游戏的学习方法和传统学习方法:关于学生知识保持的比较。
BMC Med Educ. 2013 Feb 25;13:30. doi: 10.1186/1472-6920-13-30.
4
Fun With Pharmacology: Winning Students Over With Kahoot! Game-Based Learning.药理学趣谈:通过Kahoot!基于游戏的学习来吸引学生
J Nurs Educ. 2018 May 1;57(5):320. doi: 10.3928/01484834-20180420-15.
5
Assessing the learning potential of an interactive digital game versus an interactive-style didactic lecture: the continued importance of didactic teaching in medical student education.评估交互式数字游戏与交互式讲授式讲座的学习潜力:讲授式教学在医学生教育中的持续重要性。
Pediatr Radiol. 2016 Dec;46(13):1787-1796. doi: 10.1007/s00247-016-3692-x. Epub 2016 Aug 31.
6
A little healthy competition: using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content.一场小型健康竞赛:运用混合方法试点一款基于团队的数字游戏,以提高医学生对解剖学和组织学内容的参与度。
BMC Med Educ. 2015 Oct 12;15:173. doi: 10.1186/s12909-015-0455-6.
7
Use of a Web-based game to teach pediatric content to medical students.使用一款基于网络的游戏向医学生传授儿科知识。
Ambul Pediatr. 2008 Nov-Dec;8(6):354-9. doi: 10.1016/j.ambp.2008.07.007. Epub 2008 Oct 5.
8
Game-Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life.基于游戏的虚拟世界学习:Second Life 中用于医学本科放射学教育的多用户在线游戏。
Anat Sci Educ. 2020 Sep;13(5):602-617. doi: 10.1002/ase.1927. Epub 2019 Nov 25.
9
Techniques for Increasing Educational Motivation and the Need to Assess Students' Knowledge: The Effectiveness of Educational Digital Games in Learning English Grammatical Material.提高教育动机和评估学生知识需求的技巧:教育数字游戏在学习英语语法材料方面的有效性。
J Psycholinguist Res. 2023 Oct;52(5):1875-1895. doi: 10.1007/s10936-023-09983-y. Epub 2023 Jun 16.
10
Evaluation of multiple active learning strategies in a pharmacology course.药理学课程中多种主动学习策略的评估
Curr Pharm Teach Learn. 2020 Jan;12(1):88-94. doi: 10.1016/j.cptl.2019.10.016. Epub 2019 Nov 20.

本文引用的文献

1
A Pilot Study Comparing Cued Versus Recognition Recall Question Design on Medical Student Utilization, Effectiveness, and Perceptions of Pharmacology Educational Games.一项关于线索回忆与识别回忆问题设计对医学生药理学教育游戏利用率、有效性及认知影响的初步研究。
Med Sci Educ. 2019 Jul 26;29(4):901-904. doi: 10.1007/s40670-019-00775-5. eCollection 2019 Dec.
2
Effectiveness of the game-based learning over traditional teaching-learning strategy to instruct pharmacology for Phase II medical students.基于游戏的学习相对于传统教学策略对二年级医学生进行药理学教学的有效性。
J Educ Health Promot. 2021 Mar 31;10:91. doi: 10.4103/jehp.jehp_624_20. eCollection 2021.
3
Pharmacy students experience with PharmacyPhlash - a pilot educational board game.
药学专业学生对PharmacyPhlash(一款试点教育棋盘游戏)的体验。
Curr Pharm Teach Learn. 2021 Mar;13(3):292-301. doi: 10.1016/j.cptl.2020.10.016. Epub 2020 Oct 29.
4
Fun With Pharmacology: Winning Students Over With Kahoot! Game-Based Learning.药理学趣谈:通过Kahoot!基于游戏的学习来吸引学生
J Nurs Educ. 2018 May 1;57(5):320. doi: 10.3928/01484834-20180420-15.
5
Pilot evaluation of medical student perception of a novel pharmacology-based role-play game: Braincept.医学生对一款基于药理学的新型角色扮演游戏“Braincept”认知的初步评估
Educ Health (Abingdon). 2017 Jan-Apr;30(1):97-98. doi: 10.4103/efh.EfH_278_15.
6
Medical curriculum and pharmacology: An appraisal.医学课程与药理学:一项评估。
Indian J Pharmacol. 2016 Oct;48(Suppl 1):S10-S13. doi: 10.4103/0253-7613.193328.
7
Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study.药学实践教育中严肃游戏的游戏方面学生偏好:一项横断面研究。
JMIR Med Educ. 2015 May 11;1(1):e2. doi: 10.2196/mededu.3754.
8
Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs--a randomized controlled trial.抗菌药物药理学教学中棋盘游戏与基于讲座的研讨会对比——一项随机对照试验
FEMS Microbiol Lett. 2016 Apr;363(7). doi: 10.1093/femsle/fnw045. Epub 2016 Feb 23.
9
An Educational Board Game to Assist PharmD Students in Learning Autonomic Nervous System Pharmacology.一款帮助药学博士学生学习自主神经系统药理学的教育棋盘游戏。
Am J Pharm Educ. 2015 Oct 25;79(8):114. doi: 10.5688/ajpe798114.
10
Students perceptions of the incorporation of games into classroom instruction for basic and clinical pharmacokinetics.学生对将游戏融入基础和临床药代动力学课堂教学的看法。
Am J Pharm Educ. 2007 Apr 15;71(2):21. doi: 10.5688/aj710221.