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翻转课堂、游戏化和游戏化教学在翻转学习环境中对护理学生进行客户健康评估表现的比较:一项随机临床试验。

Comparison of education using the flipped class, gamification and gamification in the flipped learning environment on the performance of nursing students in a client health assessment: a randomized clinical trial.

机构信息

Department of Medical Surgical Nursing, School of Nursing & Midwifery, Shahid Beheshti University of Medical Sciences, Vali-Asr Avenue, Cross of Vali-Asr Avenue and Hashemi Rafsanjani (Neiaiesh) Highway, Opposite to Rajaee Heart Hospital, Tehran, Iran.

Department of Basic Sciences, School of Nursing & Midwifery, Shahid Beheshti University of Medical Sciences, Tehran, Iran.

出版信息

BMC Med Educ. 2024 Aug 30;24(1):949. doi: 10.1186/s12909-024-05966-2.

DOI:10.1186/s12909-024-05966-2
PMID:39215281
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11365181/
Abstract

BACKGROUND

Since effective education is one of the main concerns of every society and, in nursing, can lead to the education of successful people, the development of learning and teaching methods with greater effectiveness is one of the educational priorities in every country. The present study aimed to compare the effect of education using the flipped class, gamification and gamification in the flipped learning environment on the performance of nursing students in a client health assessment.

METHODS

The present study was a Parallel randomized clinical trial study. The participants were 166 nursing students. The clinical trial data was collected from December 14, 2023, to February 20, 2024. The inclusion criteria were nursing students who had passed the first semester, who were willing to participate and install the app on their mobile devices, and who had no experience with the designed application for this study. The participants were allocated to four groups with colored carts. In the first group, teaching was performed via gamification in a flipped learning environment; in the second group, teaching was performed via the gamification method. A flipped class was implemented in the third group. In the fourth group, the usual lecture method was used. The practical performance to assess the physical health assessment with 10 questions using the key-feature questions, along with the satisfaction and self-efficacy of the students, was also checked with questionnaires.

RESULTS

In this study, 166 nursing students, (99 female and 67 male), with an average (standard deviation) age of 21.29 (1.45) years, participated. There was no statistically significant difference in the demographic characteristics of the participants in the four intervention groups (P > 0.05). Comparing the results before and after the intervention, the results of the paired t test indicated a significant difference in the satisfaction, learning and self-efficacy of the learners (P < 0.001). In the comparison of the four groups, the ANOVA results for the comparison of the average scores of knowledge evaluation and satisfaction after intervention among the four groups indicated a statistically significant difference (P < 0.001). When the knowledge evaluation scores of the groups were compared, the scores for gamification in the flipped learning environment were significantly different from the other methods (P < 0.05), and there was no significant difference between the scores for the flipped class and lecture methods (P = 0.43). According to the ANOVA results, when comparing the satisfaction scores of the groups, the students in the flipped learning environment and gamification groups were more satisfied than the flipped class and lecture groups (P < 0.01).

CONCLUSION

Based on the results of the present research, it can be concluded that teaching methods have an effect on students' learning and satisfaction. The teaching method has an effect on the satisfaction of the students, and the use of the flipped class method with the use of gamification was associated with more attractiveness and satisfaction in addition to learning. Teachers can improve the effectiveness of education with their creativity, depending on situation, time, cost, and available resources, by using and integrating educational methods.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3cd2/11365181/8a685e4a1cb3/12909_2024_5966_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3cd2/11365181/8a685e4a1cb3/12909_2024_5966_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3cd2/11365181/8a685e4a1cb3/12909_2024_5966_Fig1_HTML.jpg
摘要

背景

有效的教育是每个社会关注的主要问题之一,在护理中,可以培养出成功的人,因此,发展更有效的学习和教学方法是每个国家教育的优先事项之一。本研究旨在比较翻转课堂、游戏化和游戏化在翻转学习环境中对护理学生进行客户健康评估的表现的影响。

方法

本研究为平行随机临床试验研究。参与者为 166 名护理学生。临床试验数据于 2023 年 12 月 14 日至 2024 年 2 月 20 日收集。纳入标准为通过第一学期的护理学生、愿意参与并在移动设备上安装应用程序、且无本研究设计应用程序经验的学生。参与者被分配到四个彩色手推车组。第一组在翻转学习环境中通过游戏化进行教学;第二组通过游戏化方法进行教学。第三组实施了翻转课堂。第四组采用了常规讲座方法。还通过问卷调查检查了使用关键特征问题评估 10 个问题的身体健康评估的实际表现,以及学生的满意度和自我效能感。

结果

本研究共有 166 名护理学生(99 名女性和 67 名男性)参加,平均(标准差)年龄为 21.29(1.45)岁。在四个干预组中,参与者的人口统计学特征无统计学差异(P>0.05)。比较干预前后的结果,配对 t 检验结果表明学习者的满意度、学习和自我效能感有显著差异(P<0.001)。在四组比较中,对四组干预后知识评价和满意度的平均得分进行方差分析,结果表明存在统计学差异(P<0.001)。比较各组的知识评价得分时,翻转学习环境中的游戏化得分与其他方法显著不同(P<0.05),而翻转课堂和讲座方法之间的得分无显著差异(P=0.43)。根据方差分析结果,当比较组的满意度得分时,翻转学习环境和游戏化组的学生比翻转课堂和讲座组的学生更满意(P<0.01)。

结论

根据本研究的结果,可以得出结论,教学方法对学生的学习和满意度有影响。教学方法对学生的满意度有影响,除了学习之外,使用翻转课堂方法结合游戏化更具吸引力和满意度。教师可以根据情况、时间、成本和可用资源,通过使用和整合教育方法,提高教育的有效性。

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