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肾脏岛的宝藏:在提升学生学习效果的同时评估一个游戏化模块。

The Treasures of Renal Isle: Evaluating a Gamified Module While Enhancing Student Learning.

作者信息

Joy Shinu, Rumsey Kimberly, Ford Meredith

机构信息

School of Nursing, University of Texas Medical Branch at Galveston, Galveston, TX, USA.

出版信息

SAGE Open Nurs. 2024 Oct 17;10:23779608241290683. doi: 10.1177/23779608241290683. eCollection 2024 Jan-Dec.

Abstract

INTRODUCTION

Nursing education continues to evolve with the integration of innovative technologies aimed at enhancing student engagement and understanding of complex medical concepts. Gamification, the application of game elements in nongame contexts, emerges as a promising tool in nursing education.

METHOD

Faculty members collaborated with instructional designers to develop, , a gamified module for nursing education. Drawing upon their expertise, faculty provided content knowledge and identified key gaming elements, while designers crafted a virtual world and storyline to contextualize the learning experience. The module was implemented within the curriculum, and student feedback was solicited through the Gameful Experience Scale (GAMEX), a validated tool for assessing gamified learning experiences. Additionally, exam scores were analyzed to determine the gamified module's impact on learning outcomes.

RESULTS

Analysis of student responses to the GAMEX tool revealed favorable perceptions of the gamified renal module. Specifically, 77.3% of students believed that the module facilitated their understanding of renal content, indicating its efficacy in knowledge acquisition. Moreover, 71% of students expressed a desire for additional gamified modules, highlighting their engagement and interest in this instructional approach. However, despite positive feedback, no significant differences in test scores were observed postimplementation.

CONCLUSION

The findings of this project highlight the potential of gamification as an interactive learning method in nursing education. While the gamified renal module received positive feedback from students regarding its effectiveness in facilitating understanding, the lack of significant improvement in test scores warrants further refinement. By incorporating student feedback and revising the module accordingly, nursing educators can utilize gamification to bridge the gap between theoretical knowledge and clinical judgment. The development of additional gamified modules holds promise for enriching the learning experience and preparing nursing students for the complexities of clinical practice.

摘要

引言

随着旨在提高学生参与度和对复杂医学概念理解的创新技术的整合,护理教育不断发展。游戏化,即在非游戏情境中应用游戏元素,成为护理教育中一种有前景的工具。

方法

教师与教学设计人员合作,开发了一个用于护理教育的游戏化模块。教师凭借其专业知识提供内容知识并确定关键游戏元素,而设计人员则打造了一个虚拟世界和故事情节,以使学习体验具有情境。该模块在课程中实施,并通过游戏化体验量表(GAMEX)征求学生反馈,GAMEX是一种经过验证的用于评估游戏化学习体验的工具。此外,还分析了考试成绩,以确定游戏化模块对学习成果的影响。

结果

对学生对GAMEX工具的回答进行分析后发现,学生对游戏化肾脏模块的看法良好。具体而言,77.3%的学生认为该模块有助于他们理解肾脏相关内容,表明其在知识获取方面的有效性。此外,71%的学生表示希望有更多的游戏化模块,这突出了他们对这种教学方法的参与度和兴趣。然而,尽管有积极反馈,但在实施后未观察到考试成绩有显著差异。

结论

该项目的研究结果凸显了游戏化作为护理教育中一种交互式学习方法的潜力。虽然游戏化肾脏模块在促进理解方面得到了学生的积极反馈,但其在考试成绩上缺乏显著提高值得进一步完善。通过纳入学生反馈并相应地修改模块,护理教育工作者可以利用游戏化来弥合理论知识与临床判断之间的差距。开发更多的游戏化模块有望丰富学习体验,并使护理专业学生为临床实践的复杂性做好准备。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b3e2/11489894/2fc615d5b2b9/10.1177_23779608241290683-fig1.jpg

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