Gamification

游戏化
  • 文章类型: Journal Article
    背景:流感是一项严峻的公共卫生挑战,不成比例地影响高危人群,包括老年人和慢性病患者,往往是由社会经济因素造成的。创新战略,比如游戏化,对于加强风险沟通和社区参与努力应对这一威胁至关重要。
    目的:本研究旨在介绍“让控制流感”(LCF)工具,一个游戏化的,互动平台旨在模拟各种公共卫生政策(PHP)对流感疫苗接种率和健康结果的影响。该工具符合世界卫生组织的目标,即到2030年实现75%的流感疫苗接种率,促进战略决策以提高疫苗接种率。
    方法:LCF工具集成了从另一项研究中提出的初始集合中选择的13个PHP,针对特定人群群体评估7项关键健康结果。优先机制解释了社会抵抗力和PHP的协同效应,预测2022年至2031年的潜在政策影响。这种方法使用户能够评估PHP如何影响不同目标群体中的公共卫生策略。
    结果:LCF项目于2021年2月开始,计划于2024年12月结束。模型创建阶段及其在试点国家的应用,瑞典,发生在2021年5月至2023年5月之间,随后向其他欧洲国家申请。试验阶段展示了该工具的潜力,表明全国流感疫苗接种率有希望提高,在所有目标人口群体中都有统一的改进。这些初步发现强调了该工具模拟PHP对提高疫苗接种率和减轻流感对健康影响的影响的能力。
    结论:通过将游戏化纳入PHP的分析,LCF工具为支持卫生决策者和患者倡导团体提供了一种创新和可访问的方法.它增强了对政策影响的理解,促进更有效的流感预防和控制策略。本文强调了在PHP规划和实施中对适应性强和引人入胜的工具的关键需求。
    RR1-10.2196/55613。
    BACKGROUND: Influenza represents a critical public health challenge, disproportionately affecting at-risk populations, including older adults and those with chronic conditions, often compounded by socioeconomic factors. Innovative strategies, such as gamification, are essential for augmenting risk communication and community engagement efforts to address this threat.
    OBJECTIVE: This study aims to introduce the \"Let\'s Control Flu\" (LCF) tool, a gamified, interactive platform aimed at simulating the impact of various public health policies (PHPs) on influenza vaccination coverage rates and health outcomes. The tool aligns with the World Health Organization\'s goal of achieving a 75% influenza vaccination rate by 2030, facilitating strategic decision-making to enhance vaccination uptake.
    METHODS: The LCF tool integrates a selection of 13 PHPs from an initial set proposed in another study, targeting specific population groups to evaluate 7 key health outcomes. A prioritization mechanism accounts for societal resistance and the synergistic effects of PHPs, projecting the potential policy impacts from 2022 to 2031. This methodology enables users to assess how PHPs could influence public health strategies within distinct target groups.
    RESULTS: The LCF project began in February 2021 and is scheduled to end in December 2024. The model creation phase and its application to the pilot country, Sweden, took place between May 2021 and May 2023, with subsequent application to other European countries. The pilot phase demonstrated the tool\'s potential, indicating a promising increase in the national influenza vaccination coverage rate, with uniform improvements across all targeted demographic groups. These initial findings highlight the tool\'s capacity to model the effects of PHPs on improving vaccination rates and mitigating the health impact of influenza.
    CONCLUSIONS: By incorporating gamification into the analysis of PHPs, the LCF tool offers an innovative and accessible approach to supporting health decision makers and patient advocacy groups. It enhances the comprehension of policy impacts, promoting more effective influenza prevention and control strategies. This paper underscores the critical need for adaptable and engaging tools in PHP planning and implementation.
    UNASSIGNED: RR1-10.2196/55613.
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  • 文章类型: Journal Article
    最近出现的创新学习空间,未来课堂实验室(FCL),为教育工作者提供物理学习空间的使用(用于研究,互动,交换,发展,创建,和现在)和不同的技术工具根据积极的方法工作。随着创新学习环境的引入,学习者在学习过程中变得更加活跃,这些环境可以应用跨学科的STEAM方法并促进21世纪能力的发展。这项研究旨在揭示FCL和职前教师(PST)情感领域中应用主动和游戏化STEAM教育干预之间的可能联系。获得的结果显示出统计学上的显着差异,因此,对PST情感域的积极影响(自我效能感,态度,和情绪)在执行干预后。样本包括在初等教育第二年注册的总共54个PST。关于FCL中情感域的有限研究被发现,这限制了与先前研究的比较。这项研究有几个含义,例如,在大学层面向PST引入创新的教育建议,因此,在小学实施类似的干预措施。这项研究旨在揭示不同变量如何作为数学和科学学科学生学习过程的支持系统。
    The recent emergence of innovative learning spaces, Future Classroom Lab (FCL), provides educators the use of physical learning spaces (to research, interact, exchange, develop, create, and present) and diverse technological tools to work according to active methodologies. Learners become more active in the learning process with the introduction of innovative learning environments that enable the application of interdisciplinary STEAM methodology and foster the development of 21st century competences. This study aims to uncover the probable link between application active and gamified STEAM educational interventions in the FCL and Pre-Service Teachers\' (PSTs) affective domain. The findings obtained showed statistically significant variations and, therefore, positive effects on the PSTs\' affective domain (self-efficacy, attitude, and emotion) after performing the intervention. The sample consisted of a total of 54 PSTs enrolled in the second year of Primary Education. Limited studies regarding the affective domain in the FCL were found, which restricted the comparison with prior research. This study has several implications, such as the introduction of innovative educational proposals to PSTs at the university level and, consequently, the implementation of similar interventions in elementary schools. This research intended to reveal how the different variables work as a support system for students\' learning process in mathematics and science disciplines.
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  • 文章类型: Journal Article
    背景:青少年造成的交通事故被评估为特别严重,是整个社会共同关注的问题。提高交通知识和技能对于减少青少年交通事故至关重要。
    目的:本研究旨在调查游戏化电子学习平台对越南青少年(15-18岁)交通知识和技能的影响。
    方法:使用前测-后测设计,这项准实验研究,干预组包括350名参与者,对照组包括350名参与者。所有参与者均来自越南胡志明市的三所高中。干预组参与者通过游戏化电子学习平台获得了游戏化交通安全学习体验,对照组参与者通过常规方法使用短视频接受一般交通安全教育。效果是通过针对交通知识和技能的测试来衡量的。随后收集了之前两组的数据(即,预测试)和紧接其后(即,后测1)遵循教育。此外,在干预组内还有第二次后测(即,后测2)是在接受教育后六个月进行的。
    结果:与预测试相比,在干预组中发现后测1的分数显着增加,而在对照组中则没有。此外,在干预组中,后测2的分数明显优于前测,然而,后测1和后测2之间的分数没有差异。
    结论:这项研究的结果表明,游戏化的电子学习平台不仅可以提高参与者的交通安全知识,而且还可以帮助参与者将这些知识保留至少六个月。
    结论:研究结果可以加强交通安全教育在提高青少年交通知识和技能方面的重要作用。
    BACKGROUND: Traffic crashes caused by adolescents are being assessed as particularly serious and a common concern of society as a whole. Improving traffic knowledge and skills is crucial in reducing adolescent traffic crashes.
    OBJECTIVE: This study aimed to investigate the effects of a gamified e-learning platform on traffic knowledge and skills among adolescents (aged 15-18) in Vietnam.
    METHODS: Using a pretest-posttest design, this quasi-experimental study, included 350 participants within the intervention group and 350 participants within the control group. All participants were selected from three high schools in Ho Chi Minh City in Vietnam. Intervention group participants got a gamified traffic safety learning experience with a gamified e-learning platform, while control group participants received general traffic safety education through conventional methods using short videos. The effect was measured via tests focusing on traffic knowledge and skills. Data were subsequently collected from both groups before (i.e., pretest) and immediately after (i.e., posttest 1) following the education. In addition, within the intervention group also a second posttest (i.e., posttest 2) was conducted six months after following the education.
    RESULTS: A significant increase in scores on posttest 1 compared to the pretest was found in the intervention group but not in the control group. Also, among the intervention group, the scores in posttest 2 were significantly better than those in the pretest, however, there was no difference in scores between posttest 1 and posttest 2.
    CONCLUSIONS: The results of this study indicated that the gamified e-learning platform cannot only improve participants\' knowledge of traffic safety but also help participants retain such knowledge for at least six months.
    CONCLUSIONS: The study findings can reinforce the important role of traffic safety education in improving adolescent traffic knowledge and skills.
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  • 文章类型: Journal Article
    本研究调查了技术接受模型(TAM)、自我调节策略,和学业自我效能感,以及他们对从事远程教育的大学生的学习成绩和感知学习的集体影响。
    来自华南地区的872名大学生参与了这项研究。采用结构方程模型(SEM)分析了变量之间的理论关系。研究集中在两个主要领域:TAM框架内的学术自我效能感与游戏性自我调节策略之间的联系,以及TAM三个维度对学生感知学习和学习成绩的影响。
    研究结果突出了自我效能感和游戏自我调节策略,提高技术接受度。事实证明,使用基于游戏的在线资源,对技术的接受程度的提高会对学生的学习成绩和学习体验产生积极影响。
    该研究强调了自我效能感和游戏性自我调节策略在塑造学生对技术的看法和态度方面的重要性。在基于游戏的在线资源课程的背景下,这些因素被发现是感知学习和学术成就的关键决定因素。
    UNASSIGNED: This study investigates the interplay between the Technology Acceptance Model (TAM), self-regulation strategies, and academic self-efficacy, and their collective impact on academic performance and perceived learning among college students engaged in remote education.
    UNASSIGNED: A sample of 872 university students from Southern China participated in this study. Structural Equation Modeling (SEM) was employed to analyze the theoretical relationships among the variables. The research focused on two primary areas: the connection between academic self-efficacy and gameful self-regulation strategies within the framework of TAM, and the influence of TAM\'s three dimensions on students\' perceived learning and academic performance.
    UNASSIGNED: Findings highlight self-efficacy and gameful self-regulation strategies, in enhancing technology acceptance. Improved acceptance of technology is shown to positively affect academic performance and the perceived learning experience of students in classes using game-based online resources.
    UNASSIGNED: The study emphasizes the significance of self-efficacy and gameful self-regulation strategies in shaping students\' perceptions and attitudes towards technology. These factors are found to be key determinants of both perceived learning and academic achievement in the context of game-based online resource classes.
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  • 文章类型: Journal Article
    背景:残疾儿童在获得医疗服务方面面临许多挑战。移动健康是一个新兴领域,可以通过提供更多可访问的服务来大大减少健康不平等。许多移动应用程序包含游戏化元素,例如反馈,点,和故事来增加参与度和动机;然而,关于游戏化如何被纳入残疾儿童的移动应用程序,人们知之甚少。
    目的:本范围审查旨在确定和综合有关残疾儿童在移动应用程序中使用游戏化的现有研究证据。具体来说,目标是(1)确定这些移动应用程序的类别(例如,治疗和教育)(2),描述他们的目标与健康相关的结果,(3)评估这些应用程序中使用的游戏化元素的类型和级别,(4)确定将游戏化元素纳入移动应用程序的原因。
    方法:我们搜索了MEDLINE,PsycINFO,CINAHL,Embase,ACM数字图书馆,和IEEEXplore数据库来识别2008年至2023年发表的论文。包括针对残疾儿童的游戏化移动应用程序的原始实证研究报告,该应用程序实施了至少1种游戏化策略或策略。调查严肃游戏或成熟游戏的研究被排除在外。
    结果:共38项研究报告了32个独特的游戏化移动应用程序。研究结果表明,游戏化应用程序专注于自闭症谱系障碍儿童的沟通技巧和口腔健康,同时也解决了其他残疾群体的自我管理和学术技能。游戏化的移动应用程序已在不同的人群和条件下显示出潜在的好处;然而,关于它们的影响,结果好坏参半。游戏化策略包括乐趣和好玩(23/32,72%),对绩效的反馈(17/32,53%),并在超过一半的应用程序中加强(17/32,53%),而社交连接仅在4个(12%)移动应用程序中被用作游戏化策略。在16项(42%)研究中描述的将游戏化元素整合到移动应用程序中有两个主要原因:增加用户参与度和动机以及增强干预效果。
    结论:这项范围审查为研究人员提供了对目前在移动应用程序中用于治疗目的的游戏化元素的全面审查,教育,症状管理,对残疾儿童的评估。此外,这表明对某些残疾群体的研究和健康相关结果的检查被忽视了,强调需要在这些领域进行进一步调查。此外,需要进行研究以调查基于移动的游戏化元素对健康和健康行为结果的有效性,以及残疾儿童的健康发展。
    BACKGROUND: Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities by providing more accessible services. Many mobile apps incorporate gamification elements such as feedback, points, and stories to increase engagement and motivation; however, little is known about how gamification has been incorporated in mobile apps for children with disabilities.
    OBJECTIVE: This scoping review aims to identify and synthesize the existing research evidence on the use of gamification in mobile apps for children with disabilities. Specifically, the objectives were to (1) identify the categories of these mobile apps (eg, treatment and educational) (2), describe the health-related outcomes they target, (3) assess the types and levels of gamification elements used within these apps, and (4) determine the reasons for incorporating gamification elements into mobile apps.
    METHODS: We searched MEDLINE, PsycINFO, CINAHL, Embase, the ACM Digital Library, and IEEE Xplore databases to identify papers published between 2008 and 2023. Original empirical research studies reporting on gamified mobile apps for children with disabilities that implemented at least 1 gamification strategy or tactic were included. Studies investigating serious games or full-fledged games were excluded.
    RESULTS: A total of 38 studies reporting on 32 unique gamified mobile apps were included. Findings showed that gamified apps focus on communication skills and oral health in children with autism spectrum disorder while also addressing self-management and academic skills for other disability groups. Gamified mobile apps have demonstrated potential benefits across different populations and conditions; however, there were mixed results regarding their impact. The gamification strategies included fun and playfulness (23/32, 72%), feedback on performance (17/32, 53%), and reinforcement (17/32, 53%) in more than half of apps, whereas social connectivity was used as a gamification strategy in only 4 (12%) mobile apps. There were 2 main reasons for integrating gamification elements into mobile apps described in 16 (42%) studies: increasing user engagement and motivation and enhancing intervention effects.
    CONCLUSIONS: This scoping review offers researchers a comprehensive review of the gamification elements currently used in mobile apps for the purposes of treatment, education, symptom management, and assessment for children with disabilities. In addition, it indicates that studies on certain disability groups and examinations of health-related outcomes have been neglected, highlighting the need for further investigations in these areas. Furthermore, research is needed to investigate the effectiveness of mobile-based gamification elements on health and health behavior outcomes, as well as the healthy development of children with disabilities.
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  • 文章类型: Journal Article
    背景:随着智能手机使用的增加,旨在促进健康行为的移动应用程序(app)经历了指数增长。
    目的:本研究旨在概述使用游戏化来激励儿童保持最佳口腔卫生的移动应用程序,并评估土耳其GooglePlay商店和AppleStore中提供的儿童口腔卫生应用程序(OHAC)的质量。
    方法:在2024年1月20日至2月2日之间,在土耳其GooglePlay商店和AppleStore中搜索了OHAC。使用移动应用评定量表(MARS)和基于证据的牙科标准(EBD)评估了七个应用程序。我们使用了MicrosoftOfficeProfessional2016(MicrosoftExcel2016;MicrosoftCorp,雷德蒙德,WA,美国)和适用于Windows的IBMSPSSStatistics版本29(IBMCorp,Armonk,NY,美国)进行所有数据分析和可视化。
    结果:获得了DišDoktoru:牙医(3.53±0.15)和DišHekimiOyunlarº:牙医游戏(3.72±0.33)的最佳总体MARS得分。Truthbrush(2.76±0.06)和Mimizaur(2.85±0.09)的总体MARS得分最差。HayvanDišHekimi:动物牙医,DišHekimiOyunlarñ,和刷牙游戏:儿童牙医包括最循证的内容。
    结论:大多数OHAC在促进儿童口腔卫生习惯方面取得了中等的MARS评分。提高OHAC的质量和教育内容可以增加儿童的个人口腔护理动机。需要更多的研究来确定应用程序的长期效果以及它们是否符合口腔卫生指导。
    BACKGROUND: With the increased use of smartphones, mobile applications (apps) aimed at promoting healthy behaviors have experienced exponential growth.
    OBJECTIVE: This study aimed to provide an overview of mobile apps that use gamification to motivate children to maintain optimal oral hygiene and to evaluate the quality of the oral hygiene apps for children (OHACs) available in the Turkish Google Play Store and the Apple Store.
    METHODS: Between January 20 and February 2, 2024, OHACs were searched in the Turkish Google Play Store and the Apple Store. Seven apps were assessed using the Mobile Application Rating Scale (MARS) and evidence-based dentistry criteria (EBD). We used Microsoft Office Professional 2016 (Microsoft Excel 2016; Microsoft Corp, Redmond, WA, USA) and IBM SPSS Statistics version 29 for Windows (IBM Corp, Armonk, NY, USA) for all the data analyses and visualizations.
    RESULTS: The best overall MARS scores were obtained for Diş Doktoru: Dentist (3.53 ± 0.15) and Diş Hekimi Oyunları: Dentist Game (3.72 ± 0.33). The worst overall MARS scores were obtained for Truthbrush (2.76 ± 0.06) and Mimizaur (2.85 ± 0.09). Hayvan Diş Hekimi: Animal Dentist, Diş Hekimi Oyunları, and the Brush Teeth Game: Kids Dentist included the most evidence-based content.
    CONCLUSIONS: Most OHACs achieved moderate MARS scores for promoting oral hygiene habits among children. Improving the quality and educational content of OHACs could increase personal oral care motivation in children. More research is required to determine the long-term effects of the apps and whether they align with oral hygiene guidance.
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  • 文章类型: Journal Article
    目的:药学教育中采用了许多策略,通过主动学习来维持学生的参与度。游戏化,比如选择你自己的冒险活动(CYOAA),就是这样一种方法。这项研究的目的是评估实施CYOAA后临床知识和保留率的改善。
    方法:在第二年的药学课程中设计并实施了两个CYOAA。一种活动是静脉血栓栓塞症(VTE),另一种是慢性阻塞性肺疾病(COPD)。学生完成了针对核心学习目标和四个类似活动的六个测验前和测验后问题,但在相应的考试中更难的问题。在CYOAA之后,学生完成了反思和感知调查。
    结果:75名学生完成了VTECYOAA,77名学生完成了COPD。在三个时间点,VTE活性的平均评估得分显著降低(68%至65%至40%;p<0.001),而COPD的平均评估得分显著且持续增加(62%至83%至85%;p<0.001)。在完成事后调查的36名和33名学生中,大多数人同意或强烈同意,他们更喜欢CYOAA而不是传统病例,这些活动提高了他们的知识,批判性思维能力,以及对临床决策的信心。
    结论:在平均评估分数中存在混合结果,COPD患者的CYOAA增加,VTE降低,以及对VTE和COPD的积极看法,这表明这种课堂创新很受欢迎,可能会提高知识成果。
    OBJECTIVE: Many strategies are employed in pharmacy education to maintain student engagement through active learning. Gamification, such as the choose-your-own-adventure activity (CYOAA), is one such method. The purpose of this study was to assess improvement in clinical knowledge and retention after implementation of CYOAA.
    METHODS: Two CYOAA were designed and implemented within second-year pharmacy courses. One activity was on venous thromboembolism (VTE) and the other on chronic obstructive pulmonary disease (COPD). Students completed a six question pre- and post-quiz for both activities mapped to core learning objectives and four similar, but more difficult questions on corresponding exams. After the CYOAA, students completed a reflection and perceptions survey.
    RESULTS: Seventy-five students completed the VTE CYOAA and 77 completed COPD. Over the three timepoints there was a significant decrease in mean assessment scores on the VTE activity (68% to 65% to 40%; p<0.001) versus a significant and sustained increase in mean assessment scores on COPD (62% to 83% to 85%; p<0.001). Of the 36 and 33 students that completed the post-survey, the majority agreed or strongly agreed that they preferred CYOAA to traditional cases and that the activities improved their knowledge, critical thinking skills, and confidence in clinical decision making.
    CONCLUSIONS: There was a mixed result in mean assessment scores with an increase seen with the COPD CYOAA and a decrease with VTE, as well as positive perceptions for both VTE and COPD, indicating that this classroom innovation is well liked and may improve knowledge outcomes.
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  • 文章类型: Journal Article
    维持多样化的基因库在动物园种群的圈养管理中很重要,尤其是在濒危物种,如粉红色的鸽子(Nesoenasmayeri)。然而,由于繁殖个体数量有限和自然选择宽松,变异的损失和有害变异的积累是不可避免的。近亲繁殖导致健康损失(即,近交抑郁症),主要是因为相关的父母更有可能将相同的隐性有害遗传变异的副本传播给他们的后代。基因组学知情的圈养育种可以通过人工选择来管理有害的变异,通过避免相同有害变异的两个拷贝的遗传来减少遗传负荷。为了以互动的方式向动物园游客解释这个概念,我们开发了一个声音化游戏,通过对熟悉的音乐旋律中的音符进行调谐来表示有害变体的适应性影响(即,贝多芬的FürElise)。概念上,动物园游客玩一个游戏,旨在创造最佳的粉红色鸽子后代近亲繁殖抑郁症。他们选择粉红色鸽子个体之间的虚拟十字架,并聆听旋律的失谐,这代表了结果后代的已实现负荷。在这里,我们介绍了超声算法和在线调查的结果,以了解参与者是否可以从三种潜在的粉红色鸽子后代中识别出最佳和最不理想的后代。在我们的98位受访者中,85(86.7%)正确识别出最不理想的后代,73(74.5%)正确确定了最优,只有62个(63.3%)仅使用声波识别就确定了最佳和最差的后代。
    Maintaining a diverse gene pool is important in the captive management of zoo populations, especially in endangered species such as the pink pigeon (Nesoenas mayeri). However, due to the limited number of breeding individuals and relaxed natural selection, the loss of variation and accumulation of harmful variants is inevitable. Inbreeding results in a loss of fitness (i.e., inbreeding depression), principally because related parents are more likely to transmit a copy of the same recessive deleterious genetic variant to their offspring. Genomics-informed captive breeding can manage harmful variants by artificial selection, reducing the genetic load by avoiding the inheritance of two copies of the same harmful variant. To explain this concept in an interactive way to zoo visitors, we developed a sonification game to represent the fitness impacts of harmful variants by detuning notes in a familiar musical melody (i.e., Beethoven\'s Für Elise). Conceptually, zoo visitors play a game aiming to create the most optimal pink pigeon offspring in terms of inbreeding depression. They select virtual crosses between pink pigeon individuals and listen for the detuning of the melody, which represents the realised load of the resultant offspring. Here we present the sonification algorithm and the results of an online survey to see whether participants could identify the most and least optimal offspring from three potential pink pigeon offspring. Of our 98 respondents, 85 (86.7%) correctly identified the least optimal offspring, 73 (74.5%) correctly identified the most optimal, and 62 (63.3%) identified both the most and least optimal offspring using only the sonification.
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  • 文章类型: Journal Article
    游戏化的概念,最初植根于数字媒体和游戏设计,越来越成为心理学和参与策略的关键要素。它的应用跨越医疗保健的不同领域,提供创新的解决方案,通过行为改变和提高参与度来改变患者护理。这种当代观点探索了理论框架,并为心理健康和健康心理学的游戏化当前进步提供了关键的跨学科检查。确定现有的知识差距,并在这些背景下预测未来的趋势和研究方向。基于此,简洁的设计标准,实施,并评估医疗保健中的游戏化,与公认的最佳实践保持一致,以促进道德,公平,和可信赖的系统,概述,建立一个强大的理论框架来设计游戏化干预措施并科学评估其影响。
    The concept of gamification, originally rooted in digital media and game design, has increasingly emerged as a pivotal element in psychology and engagement strategies. Its application spans diverse domains within healthcare, offering innovative solutions to transform patient care through behavior modification and heightened engagement. This contemporary perspective explores theoretical frameworks and provides a critical interdisciplinary examination of current advancements in gamification for mental health and health psychology, identifying existing knowledge gaps and projecting future trends and research directions within these contexts. Based on this, concise criteria for designing, implementing, and evaluating gamification in healthcare, aligned with acknowledged best practices to promote ethical, fair, and trustworthy systems, are outlined, establishing a robust theoretical framework to design gamified interventions and scientifically evaluate their impact.
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  • 文章类型: Journal Article
    背景:在荷兰,社区体育教练(NSC)作为中介在促进社区体育活动(PA)方面发挥着重要作用。游戏化是在非游戏环境中使用游戏元素;它可以在有或没有技术的情况下实施,并有望推广PA。NSC很少使用此选项。
    目的:本研究旨在了解和促进者,使用游戏化来推广PA,NSC认为。
    方法:在荷兰对NSC进行了25次半结构化访谈。采访被录音了,转录,并使用ATLAS通过主题分析进行分析。ti(版本22;ATLAS。tiScientificSoftwareDevelopmentGmbH)软件。演绎编码是由能力决定的,机会,动机,行为模型和理论领域框架,辅以归纳编码。
    结果:被确定为影响游戏化实施的因素的障碍和促进因素与7个主题有关。NSC需要技术,创造性,和晋升技能;关于现有游戏化工具的知识;以及来自其雇主和专业网络的社会支持。财务费用被认为是成功实施游戏化的障碍。利益相关者实施游戏化的责任缺乏明确性可能会进一步阻碍实施。总的来说,NSC对投入时间实施游戏化持积极态度,并期望实施游戏化会产生积极影响。
    结论:为了克服已确定的障碍,工具的清晰概述,最佳实践,必须创造可用的补贴,必须建立游戏化网络,必须澄清NSC的责任,必须为促进游戏化提供指导。
    BACKGROUND: In the Netherlands, neighborhood sport coaches (NSCs) play an important role as intermediaries in promoting physical activity (PA) in the neighborhood. Gamification is the use of game elements in nongame contexts; it can be implemented with or without technology and holds promise for promoting PA. NSCs infrequently make use of this option.
    OBJECTIVE: This study aims to understand barriers to, and facilitators of, using gamification to promote PA, as perceived by NSCs.
    METHODS: A total of 25 semistructured interviews were conducted with NSCs in the Netherlands. The interviews were audiotaped, transcribed, and analyzed by means of thematic analysis using ATLAS.ti (version 22; ATLAS.ti Scientific Software Development GmbH) software. The deductive coding was informed by the capability, opportunity, motivation, behavior model and the theoretical domains framework, complemented by inductive coding.
    RESULTS: Barriers and facilitators identified as factors influencing the implementation of gamification were related to 7 themes. NSCs required technical, creative, and promotion skills; knowledge about existing gamification tools; and social support from their employer and professional network. Financial costs were identified as a barrier to the successful implementation of gamification. Lack of clarity regarding stakeholders\' responsibility to implement gamification could further hamper implementation. In general, NSCs were positive about investing time in implementing gamification and expected positive effects from implementing it.
    CONCLUSIONS: To overcome identified barriers, a clear overview of tools, best practices, and available subsidies must be created, a gamification network must be established, the responsibility of NSCs must be clarified, and guidance must be offered on the promotion of gamification.
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