OBJECTIVE: In this cross-sectional study, we sought to elicit, via an exploratory mixed methods approach, student perceptions of a digital serious board game specifically designed for the gamified rehearsal of complex medical subjects, with the chosen topic of anatomy.
METHODS: A digital serious board game, based on self-determination theory (SDT), was first designed and developed to facilitate the rehearsal of anatomy information. Students were then voluntarily recruited to partake in the intervention and were randomly split into three teams of 2 players per game session, after which they were administered the Flow Short Scale (FSS), which is a 13-item measure where items were rated on a 7-point Likert scale ranging from 1 (\"not at all\") to 7 (\"very much\"). Students then participated in a focus group discussion to elicit their perceptions of the game. Findings from the FSS were subject to descriptive analysis, and the focus group discussion was subject to inductive thematic analysis.
RESULTS: A total of 12 undergraduate, second-year medical students from the Lee Kong Chian School of Medicine in Singapore participated in the study. FSS results indicated a moderate level of overall flow (mean score 4.94, SD 1.07) via the subdomains of fluency (mean score 4.77, SD 1.13) and absorption (mean score 5.21, SD 1.1). Students perceived the game as fun, enjoyable, engaging, and appropriate as a rehearsal tool that alleviated the monotony of traditional methods of rehearsal.
CONCLUSIONS: Our digital board game-based rehearsal tool, when based on SDT, appeared to be suitable for gamified rehearsal in a fun and enjoyable environment due to its facilitation of intrinsic motivation in its players.
目的:在这项横断面研究中,我们试图引出,通过探索性混合方法,学生对专门为复杂医学科目的游戏化排练而设计的数字严肃棋盘游戏的看法,选择的解剖学主题。
方法:一个数字严肃的棋盘游戏,基于自决理论(SDT),最初是为了方便解剖信息的排练而设计和开发的。然后自愿招募学生参与干预措施,并随机分为三支球队,每局2名球员,之后,他们被管理流量短量表(FSS),这是一个13个项目的衡量标准,其中项目以7分的李克特量表进行评级,范围从1(“根本没有”)到7(“非常多”)。然后,学生参加了焦点小组讨论,以引起他们对游戏的看法。FSS的调查结果进行了描述性分析,焦点小组讨论进行归纳主题分析。
结果:共有12名本科生,来自新加坡李光诚医学院的二年级医学生参加了这项研究。FSS结果表明,通过流利度(平均得分4.77,SD1.13)和吸收(平均得分5.21,SD1.1)的子域,总体流量(平均得分4.94,SD1.07)处于中等水平。学生们认为游戏很有趣,令人愉快的,引人入胜,并适合作为排练工具,减轻了传统排练方法的单调性。
结论:我们基于数字棋盘游戏的排练工具,当基于SDT时,似乎适合在一个有趣和愉快的环境中进行游戏化排练,因为它促进了玩家的内在动机。