Fry Benjamin R
Burnett School of Biomedical Sciences, University of Central Florida, Orlando, FL 32816.
J Undergrad Neurosci Educ. 2024 Dec 24;23(1):A1-A8. doi: 10.59390/XSMV4309. eCollection 2024 Fall.
As a subset of active learning, gamification involves the application of gaming principles as a means of improving student outcomes in the classroom. Recent work has shown that such active learning strategies may be particularly effective at reducing the rate of failure in STEM courses. In this retrospective case study, I examined the effects on student exam performance, rate of failure, and perception of instruction following a semester-long course improvement project that involved implementing a novel tabletop style roleplaying game () during lab sessions in an undergraduate neuroanatomy course. The game I developed tasked students with using their knowledge from lecture to design their own pathological zombie nervous system. When compared to a previous cohort, students in the gamified version of the course showed significantly increased exam scores, a trend toward decreased rates of failure, and a more positive perception of instruction, even though lecture and exam content remained the same.
作为主动学习的一个子集,游戏化涉及应用游戏原则作为提高课堂学生成绩的一种手段。最近的研究表明,这种主动学习策略在降低STEM课程的不及格率方面可能特别有效。在这个回顾性案例研究中,我考察了在一个本科神经解剖学课程的实验课期间实施一个新颖的桌面风格角色扮演游戏()的为期一学期的课程改进项目对学生考试成绩、不及格率和教学感知的影响。我开发的游戏要求学生运用他们在课堂上学到的知识来设计自己的病理性僵尸神经系统。与前一届学生相比,采用游戏化版本课程的学生考试成绩显著提高,不及格率有下降趋势,对教学的感知也更为积极,尽管讲座和考试内容保持不变。