skill

技能
  • 文章类型: Journal Article
    这项研究探讨了选择和偏好对运动任务性能的影响。使用带有飞镖任务的实验设计,90名新手参与者被随机分为四组:选择样条件,选择不喜欢的情况,类分配条件,和分配不喜欢条件,由于选择的操纵(与分配)与任务无关的元素和偏好(无关元素:飞镖颜色和设计)。研究发现,有机会选择自己的飞镖进行投掷任务的参与者比没有选择的参与者表现更好。他们喜欢投掷飞镖的参与者也比他们不喜欢投掷飞镖的参与者得分更高。然而,选择和偏好对绩效的互动影响尚无定论,而被分配一个不喜欢的元素是性能最差的条件,并被允许选择最方便的元素,对于这两种情况的单独或组合的影响,没有什么可以得出结论。这些结果表明,选择和偏好都可以对封闭式运动学习任务的表现产生积极影响,并在运动表现的训练和执行中具有实际应用。有必要进行进一步的调查,以深入研究不同背景和人群中选择和偏好的相互作用。
    This study explored the impact of choice and preference for what is chosen or assigned on performance on a motor task. Using an experimental design with a dart-throwing task, 90 novice participants were randomized into four groups: Choice-Like condition, Choice-Dislike condition, Assigned-Like condition, and Assigned-Dislike condition, resulting of the manipulation of choice (vs. assignation) of a task-irrelevant element and preference (irrelevant element: darts color and design). The study found that participants who were given the opportunity to choose their own dart for a throwing task performed better than those who were not given the choice. Participants who threw a dart they preferred also had better scores than those who threw a dart they did not like. However, the interactive effects of choice and preference on performance were inconclusive, and whereas being assigned with a disliked element was the worst condition for performance, and being allowed to choose preferred elements the most facilitatory one, nothing else can be concluded on the impact of both conditions alone or in combination. These results suggest that both choice and preference can positively impact performance in closed motor learning tasks and have practical applications for training and execution in athletic performance. Further investigations are warranted to delve into the interplay of choice and preference in diverse contexts and populations.
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  • 文章类型: Journal Article
    背景:护理教育已经注意到基于模拟的教育的积极作用。有许多关于模拟教育效果的研究,但是其中大多数涉及一个单一的机构,非随机对照试验,小样本量和对效果的主观评价。这项多中心随机对照试验的目的是评估高保真模拟的效果,基于计算机的模拟,高保真模拟与基于计算机的模拟相结合,并对护理本科生进行个案研究。
    方法:从中国五所大学招募270名护理专业学生。参与者在每个机构被随机分为四组:高保真模拟组,基于计算机的模拟小组,高保真仿真与基于计算机的仿真组相结合,和案例研究小组。最后,239名参与者完成了干预和评估,每组58、67、57和57名参与者。数据收集分为三个阶段:干预前,干预后立即,干预后三个月。
    结果:四组之间的人口统计学数据和基线评估指标没有显着差异。在提高知识的四种方法之间没有观察到统计学上的显着差异,跨专业合作,批判性思维,关怀,或对学习的兴趣。虽然干预后不同组的技能改善有显著差异(p=0.020),三个月后,没有观察到差异(p=0.139)。基于计算机的模拟组的技能提高在干预结束时明显低于高保真模拟组(p=0.048)或高保真模拟结合基于计算机的模拟组(p=0.020)。
    结论:护理专业学生在培养知识方面从四种方法中获益相同,跨专业合作,批判性思维,关怀,和兴趣学习立即和随着时间的推移。高保真仿真和高保真仿真结合基于计算机的仿真在短期内比基于计算机的仿真更有效地提高技能。护理教育工作者可以根据具体情况选择最合适的教学方法来实现预期的学习成果。
    背景:该临床试验已在中国临床试验注册中心注册(临床试验编号:ChiCTR2400084880,注册日期:2024年5月27日)。
    BACKGROUND: Education in nursing has noticed a positive effect of simulation-based education. There are many studies available on the effects of simulation-based education, but most of those involve a single institution, nonrandomized controlled trials, small sample sizes and subjective evaluations of the effects. The purpose of this multicenter randomized controlled trial was to evaluate the effects of high-fidelity simulation, computer-based simulation, high-fidelity simulation combined with computer-based simulation, and case study on undergraduate nursing students.
    METHODS: A total of 270 nursing students were recruited from five universities in China. Participants were randomly divided into four groups at each institution: the high-fidelity simulation group, the computer-based simulation group, the high-fidelity simulation combined with computer-based simulation group, and the case study group. Finally, 239 participants completed the intervention and evaluation, with 58, 67, 57, and 57 participants in each group. The data were collected at three stages: before the intervention, immediately after the intervention, and three months after the intervention.
    RESULTS: The demographic data and baseline evaluation indices did not significantly differ among the four groups. A statistically significant difference was not observed between the four methods for improving knowledge, interprofessional collaboration, critical thinking, caring, or interest in learning. While skill improvement differed significantly among the different groups after the intervention (p = 0.020), after three months, no difference was observed (p = 0.139). The improvement in skill in the computer-based simulation group was significantly lower at the end of the intervention than that in the high-fidelity simulation group (p = 0.048) or the high-fidelity simulation combined with computer-based simulation group (p = 0.020).
    CONCLUSIONS: Nursing students benefit equally from four methods in cultivating their knowledge, interprofessional collaboration, critical thinking, caring, and interest in learning both immediately and over time. High-fidelity simulation and high-fidelity simulation combined with computer-based simulation improve skill more effectively than computer-based simulation in the short term. Nursing educators can select the most suitable teaching method to achieve the intended learning outcomes depending on the specific circumstances.
    BACKGROUND: This clinical trial was registered at the Chinese Clinical Trial Registry (clinical trial number: ChiCTR2400084880, date of the registration: 27/05/2024).
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  • 文章类型: Journal Article
    目的:本研究评估了基于虚拟现实的癫痫发作管理父母教育计划(VR-ESMEPP)的功效,该计划旨在提高父母对癫痫发作的知识技能百分比,和教育材料的动机水平。
    方法:这项研究是在土耳其一所大学医院的儿科神经病学诊所进行的,涉及VR训练组和对照组。父母对癫痫发作的知识技能百分比,之前评估了关于教育材料的动机水平,之后,在参加VR-ESMEPP后15天。
    结果:参与VR-ESMEPP组的父母对癫痫发作的知识技能百分比增加。在对照组中没有这样的增加。对父母的教学材料动机调查(IMMS)分数的检查表明,尽管参加VR-ESMEPP的小组中的测试前和测试后之间的测试显着增加,对照组的评分无显著差异。然而,所有家长获得的高IMMS分数表明教育材料的激励性质.
    结论:该研究确立了VR-ESMEPP的功效,并证明了其提高父母对癫痫发作的知识技能百分比的能力。尽管两组之间的动机水平没有差异,所有参与者获得的高分表明该计划确实具有激励作用。
    OBJECTIVE: This study evaluated the efficacy of Virtual Reality-Based Seizure Management Education Program for Parents (VR-ESMEPP) that was designed to improve parents\' knowledge-skill percentage about epileptic seizure, and motivation levels about educational material.
    METHODS: The study was conducted at a university hospital\'s pediatric neurology clinic in Turkey and involved both a VR-trained group and a control group. The parents\' knowledge-skill percentage about epileptic seizure, and motivation levels about educational material were assessed before, after, and at 15 days after participating in VR-ESMEPP.
    RESULTS: The parents\' knowledge-skill percentage about epileptic seizure increased in the group that participated in the VR-ESMEPP. There was no such increase in the control group. Examination of the scores of the Instructional Materials Motivation Survey (IMMS) for the parents showed that while there was a significant increase between the pre-test and post-test within the group that participated in the VR-ESMEPP, there was no significant difference in the scores of the control group. However, the high IMMS scores obtained by all parents indicate the motivating nature of the education material.
    CONCLUSIONS: The study established the efficacy of VR-ESMEPP and demonstrated its ability to enhance parents\' knowledge-skill percentage about epileptic seizure. Despite the absence of a difference in motivation levels between the groups, the high scores obtained by all participants indicate that the program was indeed motivating.
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  • 文章类型: Journal Article
    在拳击比赛后显示非语言骄傲会导致对成功的判断。然而,目前尚不清楚这种影响在多大程度上是普遍的,也不清楚它是否可以超越竞争信息。一项实验设计让214名参与者观看两个拳击剪辑,这些拳击剪辑被操纵,以便一个被均匀匹配,另一个具有优势(即展示更多技能)的战斗机。战斗结束时的非语言行为在战士之间有所不同(骄傲与中立)。当战斗势均力敌时,表现出非语言骄傲的战士被认为赢得了战斗,但是战斗机并没有获得更大的社会影响力。相比之下,当战士表现出卓越的技能时,表现中立姿态的技术更高的战士,而不是表现自豪感的技术更低的战士,被判定为赢得了战斗,熟练的战士获得了更大的社会影响力。这些结果表明,在拳击环境中,骄傲偏见在势均力敌的情况下起作用,但是当技能差异更明显地存在时,技能偏见更加明显,并导致更多的社会影响力。此外,对技能的感知与跨刺激的胜利判断相关,表明技能感知在这种判断中的重要性。
    Displaying nonverbal pride after a boxing match leads to judgements of success. However, it is not clear the extent to which this effect generalises nor whether it can override competing information. An experimental design had 214 participants watch two boxing clips that were manipulated so that one was evenly matched and the other had a fighter with an advantage (i.e. demonstrating more skill). Nonverbal behaviour at the completion of the fight varied between fighters (pride versus neutral). When the fight was evenly matched, the fighters displaying nonverbal pride were judged as winning the fight, but the fighter did not garner increased social influence. In contrast, when fighters demonstrated superior skill, the more skilled fighters who displayed neutral postures rather than the less-skilled ones displaying pride were judged as winning the fight, and the skilled fighters garnered increased social influence. These results suggest that in a boxing context, a pride bias works in evenly matched scenarios, but when differences in skill are more clearly present, a skill bias is more pronounced and leads to more social influence. Furthermore, perceptions of skill were associated with judgments of victory across stimuli, suggesting the importance of skill perceptions in such judgments.
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  • 文章类型: Journal Article
    背景:在COVID-19大流行给传统医学教育带来挑战之后,对创新教学方法的需求激增。护士培训,注重实践和自主学习,传统方法遇到了重大障碍。增强现实(AR)为解决这一问题提供了一个潜在的解决方案。
    目的:本研究的目的是开发,介绍,并评估为护士设计的基于AR的教育计划,专注于其潜力,以促进动手实践和自主学习。
    方法:以Kern六步框架为基础,开发了基于AR的护理教育计划。首先,我们通过访谈和文献综述确定了传统教学方法的挑战。访谈强调了动手实践和现场自主学习以及远程站点反馈的必要性。平台的培训目标由专家培训师和研究人员确定,重点是呼吸机和体外膜氧合系统的利用。纳入重症监护护士以评估AR教育。然后,我们使用系统可用性量表和技术接受模型与同意测试新平台的重症监护护士评估了AR培训的可用性和可接受性。此外,选定的参与者通过半结构化访谈提供了更深入的见解。
    结果:这项研究强调了为重症监护病房护士实施基于AR的教育计划的可行性和关键考虑因素,注重平台的培养目标。使用MicrosoftDynamics365Guides和HoloLens2在2个月内实施,对28名参与者进行了培训。通过与培训者和受训者的访谈收集的反馈表明了积极的接待。特别是,学员提到发现AR对实践学习特别有用,欣赏它的现实主义和重复练习的能力。然而,表达了一些挑战,例如难以适应新技术。总的来说,AR在护士教育中具有作为辅助工具的潜力。
    结论:据我们所知,这是首次在重症监护护理这一特定领域用AR替代常规方法的研究.这些结果表明,在医院采用AR教育时应考虑多个主要因素。AR在促进自主学习和动手实践方面是有效的,参与者表现出积极参与和增强的技能获取。
    背景:ClinicalTrials.govNCT05629663;https://clinicaltrials.gov/study/NCT05629663。
    BACKGROUND: In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for innovative teaching methods has surged. Nurse training, with its focus on hands-on practice and self-directed learning, encountered significant hurdles with conventional approaches. Augmented reality (AR) offers a potential solution to addressing this issue.
    OBJECTIVE: The aim of this study was to develop, introduce, and evaluate an AR-based educational program designed for nurses, focusing on its potential to facilitate hands-on practice and self-directed learning.
    METHODS: An AR-based educational program for nursing was developed anchored by the Kern six-step framework. First, we identified challenges in conventional teaching methods through interviews and literature reviews. Interviews highlighted the need for hands-on practice and on-site self-directed learning with feedback from a remote site. The training goals of the platform were established by expert trainers and researchers, focusing on the utilization of a ventilator and extracorporeal membrane oxygenation system. Intensive care nurses were enrolled to evaluate AR education. We then assessed usability and acceptability of the AR training using the System Usability Scale and Technology Acceptance Model with intensive care nurses who agreed to test the new platform. Additionally, selected participants provided deeper insights through semistructured interviews.
    RESULTS: This study highlights feasibility and key considerations for implementing an AR-based educational program for intensive care unit nurses, focusing on training objectives of the platform. Implemented over 2 months using Microsoft Dynamics 365 Guides and HoloLens 2, 28 participants were trained. Feedback gathered through interviews with the trainers and trainees indicated a positive reception. In particular, the trainees mentioned finding AR particularly useful for hands-on learning, appreciating its realism and the ability for repetitive practice. However, some challenges such as difficulty in adapting to the new technology were expressed. Overall, AR exhibits potential as a supplementary tool in nurse education.
    CONCLUSIONS: To our knowledge, this is the first study to substitute conventional methods with AR in this specific area of critical care nursing. These results indicate the multiple principal factors to take into consideration when adopting AR education in hospitals. AR is effective in promoting self-directed learning and hands-on practice, with participants displaying active engagement and enhanced skill acquisition.
    BACKGROUND: ClinicalTrials.gov NCT05629663; https://clinicaltrials.gov/study/NCT05629663.
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  • 文章类型: Journal Article
    背景:执行CPR(心肺复苏)是一项极其复杂的技能,其成功在很大程度上取决于麻醉学学生的知识和技能水平。因此,本研究旨在比较基于情景的培训方法与视频培训方法对麻醉护士学生BLS(基本生命支持)知识和技能的影响.
    方法:这项随机准实验研究涉及45名来自AhvazJundishapur医科大学的护士麻醉学生,Ahvaz,伊朗2022-2023年。大学的实践室形成了研究环境。参与者被随机分为三组基于情景的训练,视频培训,和控制。在干预前后,通过知识问卷和BLS技能评估清单收集数据。
    结果:在SG(情景组)(p<0.001)和VG(视频组)(p=0.008)(p<0.001)的教育干预前后,学生的BLS知识和技能得分之间存在显着差异。然而,在CG(对照组)中,在这方面没有观察到显着差异(p=0.37)(p=0.16)。此外,SG的BLS知识和技能的平均得分高于VG(p<0.001)。
    结论:鉴于情景教育对促进积极参与的有益影响,批判性思维,利用智力,和学习者的创造力,这种方法似乎比视频训练更有优势,特别是在教授基本生命支持等关键科目时。
    BACKGROUND: Performing CPR (Cardiopulmonary Resuscitation) is an extremely intricate skill whose success depends largely on the level of knowledge and skill of Anesthesiology students. Therefore, this research was conducted to compare the effect of the scenario-based training method as opposed to video training method on nurse anesthesia students\' BLS (Basic Life Support) knowledge and skills.
    METHODS: This randomized quasi-experimental study involved 45 nurse anesthesia students of Ahvaz Jundishapur University of Medical Sciences, Ahvaz, Iran in 2022-2023. The practical room of the university formed the research environment. The participants were randomly divided into three groups of scenario-based training, video training, and control. Data were collected by a knowledge questionnaire and a BLS skill assessment checklist before and after the intervention.
    RESULTS: There was a significant difference between the students\' scores of BLS knowledge and skill before and after the educational intervention in both SG (scenario group) (p < 0.001) and VG (video group) (p = 0.008) (p < 0.001). However, no significant difference was observed in this regard in the CG (control group) (p = 0.37) (p = 0.16). Also, the mean scores of BLS knowledge and skills in the SG were higher than those in the VG (p < 0.001).
    CONCLUSIONS: Given the beneficial impact of scenario-based education on fostering active participation, critical thinking, utilization of intellectual abilities, and learner creativity, it appears that this approach holds an advantage over video training, particularly when it comes to teaching crucial subjects like Basic Life Support.
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  • 文章类型: Journal Article
    为了确定本科生的基本生命支持(BLS)知识和技能水平,研究生,以及有和没有定期参加BLS医疗保健提供者课程的全科医生。
    该研究以两个间隔进行两组。涉及本科生的随机样本,研究生,和牙科专业人员被选中为两个研究组。在过去的两年中,有440名参与者的第1组没有参加BLS医疗保健提供者课程。第2组有410名参与者,每年定期参加一次BLS医疗保健提供者课程。首先,第1组参与者使用MCQ测试进行评估,该测试包含30个关于BLS知识和技能的问题.然后,来自牙科学院和医院的训练有素的BLS教练团队为学生和牙医提供BLS医疗保健提供者课程。随后,去年为医疗保健提供者完成BLS课程的第2组参与者还使用另一项MCQ测试评估了他们在BLS中的知识和技能。
    将测试中获得的标记制成表格并进行分析。为了确定变量之间相对于平均知识得分的关联,采用t检验。使用方差分析进行多组比较,P<0.05被认为具有统计学意义。第1组参与者与第2组参与者相比平均得分为5.7分,30分中平均得分为27.4分。在未经BLS培训的第1组中,BLS技能的知识和技能主要较低。牙科从业者的表现都比两组学生略好。
    根据结果,我们提出以下意见。随着BLS培训引入学术课程和常规BLS实践研讨会,所有医疗保健提供者都将熟悉BLS技能,以有效管理危及生命的紧急情况。
    UNASSIGNED: To determine the level of knowledge and skill of basic life support (BLS) among undergraduate, postgraduate students, and general practitioners with and without regular attendance of the BLS Healthcare Provider course.
    UNASSIGNED: The study was carried out at two intervals with two groups. A random sample involving undergraduate students, postgraduate students, and dental professionals was selected for both study groups. Group 1 with 440 participants had not attended BLS for Healthcare Providers Course in the last two years. Group 2 with 410 participants had attended the BLS for Healthcare Providers course regularly once a year. First, participants in Group 1 were evaluated using an MCQ test with 30 questions about their knowledge and skills in BLS. Then, a well-trained BLS instructor team from Dental College & Hospital offered BLS healthcare provider courses to students and dentists. Subsequently, Group 2 participants who had completed a BLS course for healthcare providers last year were also assessed for their knowledge and skills in BLS using another MCQ test.
    UNASSIGNED: The marks obtained in the tests were tabulated and analyzed. To determine the association between variables with respect to mean knowledge score, t-test was employed. Multiple group comparison was made using analysis of variance and P < 0.05 was considered statistically significant. The group 1 participants score a mean of 5.7 marks against the Group 2 with a mean score of 27.4 marks out of 30 marks. Knowledge and skill in BLS skills among those in Group 1 without prior BLS training was mainly low. Dental practitioners performed marginally better than students in both groups.
    UNASSIGNED: Based on the results, we make the following observations. With the introduction of BLS training into the academic curriculum and routine BLS hands-on workshops, all healthcare providers will be familiar with the BLS skills to effectively manage the life-threatening emergencies.
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  • 文章类型: Journal Article
    电子竞技研究缺乏适合充分捕获电子竞技表现的基于游戏的指标平台。这项试点研究的目的是评估KovaaK的第一人称射击游戏(FPS)瞄准教练的可靠性,作为评估电子竞技玩家射击能力的指标平台。十名FPS电子竞技玩家完成了两次相同的实验试验(T),间隔三到五天。每个试验包括四轮(R)测试,评估四个拍摄任务:微摆弄,宏摆弄,Strafe追踪,墙偷看。绩效结果的可靠性(例如,准确度,爆头精度,每秒点击量,使用组内相关系数(ICC)和它们的95%置信区间(CI)来评估总命中率),并使用重复测量方差分析(RM-ANOVA)确定显著差异。结果表明,优秀,或所有结果变量的良好可靠性,ICC估计值在0.947-0.995之间,95%CI的下限和上限分别在0.876-0.988和0.984-0.999之间.在MacroFlicking任务的实验试验中,仅在准确性(p=.005)和每秒命中(p=.009)之间发现了显着改善。在MicroFlicking任务中确定了试验和圆形之间的显着相互作用的准确性(p=.006),事后分析显示,T1R1的准确性明显高于T2R1(87.74±3.13vs.分别为85.99±3.05,p=.02),并且在T2R4中与T2R2相比(87.99±2.89vs.分别为84.70±4.25,p=.049)。在Strafe跟踪任务中还确定了明显的相互作用,以获得爆头准确性(p=.002),事后分析显示,T1R2的爆头准确性明显高于T2R2(78.48±8.15vs.分别为76.79±12.16,p=.003),并且在T1R2中与T1R1相比(78.48±8.15vs.分别为73.68±17.94,p=.023)。总之,这项研究表明,KovaaK提供了一个可靠的指标平台,用于评估电子竞技的射击熟练程度,然而,观察到一些性能变化。
    Esports research lacks game-based metrics platforms appropriate for adequately capturing esports performance. The aim of this pilot study was to assess the reliability of the KovaaK\'s first-person shooter (FPS) aim trainer as a metrics platform for assessing shooting proficiency in esports players. Ten FPS esports players completed two identical experimental trials (T) separated by three to five days. Each trial included four rounds (R) of testing, evaluating four shooting tasks: Micro Flicking, Macro Flicking, Strafe Tracking, and Wall Peeking. Reliability of performance outcomes (e.g., accuracy, headshot accuracy, hits per second, and total shots hit) were assessed using the intraclass correlation coefficient (ICC) and their 95% confidence intervals (CI), and significant differences were identified using repeated-measures analysis of variance (RM-ANOVA). Results indicated excellent, or good to excellent reliability for all outcome variables with the ICC estimates ranging between 0.947-0.995, with lower and upper bound 95% CIs ranging between 0.876-0.988, and 0.984-0.999, respectively. Significant improvements were seen between experimental trials in the Macro Flicking task for accuracy (p = .005) and hits per second (p = .009) only. Significant interactions between trial and round were identified in the Micro Flicking task for accuracy (p = .006), with post hoc analysis showing accuracy was significantly higher in T1R1 compared to T2R1 (87.74 ± 3.13 vs. 85.99 ± 3.05, respectively, p = .02), and in T2R4 compared to T2R2 (87.99 ± 2.89 vs. 84.70 ± 4.25, respectively, p = .049). Significant interactions were also identified in the Strafe Tracking task for headshot accuracy (p = .002), with post hoc analysis showing headshot accuracy was significantly higher in T1R2 compared to T2R2 (78.48 ± 8.15 vs. 76.79 ± 12.16, respectively, p = .003), and in T1R2 compared to T1R1 (78.48 ± 8.15 vs. 73.68 ± 17.94, respectively, p = .023). In summary, this study demonstrates that KovaaK\'s provides a reliable metrics platform for assessing shooting proficiency in esports, however, some variability in performance was observed.
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  • 文章类型: Journal Article
    健康教育游戏使与健康相关的任务变得愉快和互动,鼓励用户参与。企业家和健康教育工作者可以利用在线众筹平台,比如Kickstarter,将他们的创新理念转化为资助项目。
    本研究的重点是Kickstarter上的健康教育游戏计划。通过在线用户调查,它旨在了解用户的看法,并评估可能影响此类众筹计划成功的8个不同组件的重要性。
    共有75名参与者使用8个维度评估游戏:游戏规则,学习目标,叙事,内容组织,动机,交互性,技能建设,评估和反馈。调查数据采用描述性统计分析,探索性因素分析,Wilcoxon-Mann-Whitney检验,和多变量分析。
    探索性数据分析表明,在8个维度中,技能建设,内容组织,和交互性是与众筹健康教育游戏最密切相关的排名最高的维度。从探索性因素分析中可以将8个维度分为3类:游戏内容-,说明-,和游戏设计相关的组件。进一步的统计分析证实了这些维度与健康教育游戏成功众筹之间的相关性。
    这项实证分析确定了游戏提案设计的关键因素,这些因素可以增加获得众筹支持的可能性。
    UNASSIGNED: Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects.
    UNASSIGNED: This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives.
    UNASSIGNED: A total of 75 participants evaluated games using 8 dimensions: game rules, learning objectives, narrative, content organization, motivation, interactivity, skill building, and assessment and feedback. The survey data were analyzed using descriptive statistical analysis, exploratory factor analysis, the Wilcoxon-Mann-Whitney test, and multivariate analysis.
    UNASSIGNED: Exploratory data analysis showed that, among the 8 dimensions, skill building, content organization, and interactivity were the top-ranking dimensions most closely associated with crowdfunding health education game. The 8 dimensions can be grouped into 3 categories from the exploratory factor analysis: game content-, instruction-, and game design-related components. Further statistical analysis confirmed the correlation between these dimensions with the successful crowdfunding of health education games.
    UNASSIGNED: This empirical analysis identified critical factors for game proposal design that can increase the likelihood of securing crowdfunding support.
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  • 文章类型: Journal Article
    背景:日本的医学生接受为期2年的研究生住院医师课程,以获得临床知识和一般医学技能。普通医学培训考试(GM-ITE)评估研究生住院医师的临床知识。临床模拟视频(CSV)可以评估学习者的人际交往能力。
    目的:本研究旨在评估GM-ITE评分与住院医师的诊断技能之间的关系,让他们观看CSV,并探索住院医师对CSV现实的看法,教育价值,并影响他们的学习动机。
    方法:参与者包括在2021年1月21日至1月28日期间服用GM-ITE的56名研究生住院医师;观看CSV;然后提供诊断。比较了CSV和GM-ITE评分,并使用歧视指数检查模拟的有效性,其中≥0.20表示具有较高的鉴别力,而>0.40表示对受试者资格的很好衡量。此外,我们进行了匿名调查问卷,以确定参与者对CSV的现实性和教育价值及其对学习动机的影响的看法.
    结果:在56名参与者中,6(11%)提供了正确的诊断,都是研究生二年级的。所有领域都具有很高的鉴别力。(匿名)随访反应表明,CSV格式比常规GM-ITE更适合评估临床能力。匿名调查显示,12(52%)参与者发现CSV格式比GM-ITE更适合评估临床能力,18(78%)肯定了视频模拟的真实感,17人(74%)表示这种经历增加了他们的学习动力。
    结论:研究结果表明,模拟真实世界临床检查的CSV模块成功地评估了多个领域的受检者的临床能力。研究表明,CSV不仅增强了对诊断技能的评估,而且还积极影响了学习者的动机。表明模拟在医学教育中的多方面作用。
    BACKGROUND: Medical students in Japan undergo a 2-year postgraduate residency program to acquire clinical knowledge and general medical skills. The General Medicine In-Training Examination (GM-ITE) assesses postgraduate residents\' clinical knowledge. A clinical simulation video (CSV) may assess learners\' interpersonal abilities.
    OBJECTIVE: This study aimed to evaluate the relationship between GM-ITE scores and resident physicians\' diagnostic skills by having them watch a CSV and to explore resident physicians\' perceptions of the CSV\'s realism, educational value, and impact on their motivation to learn.
    METHODS: The participants included 56 postgraduate medical residents who took the GM-ITE between January 21 and January 28, 2021; watched the CSV; and then provided a diagnosis. The CSV and GM-ITE scores were compared, and the validity of the simulations was examined using discrimination indices, wherein ≥0.20 indicated high discriminatory power and >0.40 indicated a very good measure of the subject\'s qualifications. Additionally, we administered an anonymous questionnaire to ascertain participants\' views on the realism and educational value of the CSV and its impact on their motivation to learn.
    RESULTS: Of the 56 participants, 6 (11%) provided the correct diagnosis, and all were from the second postgraduate year. All domains indicated high discriminatory power. The (anonymous) follow-up responses indicated that the CSV format was more suitable than the conventional GM-ITE for assessing clinical competence. The anonymous survey revealed that 12 (52%) participants found the CSV format more suitable than the GM-ITE for assessing clinical competence, 18 (78%) affirmed the realism of the video simulation, and 17 (74%) indicated that the experience increased their motivation to learn.
    CONCLUSIONS: The findings indicated that CSV modules simulating real-world clinical examinations were successful in assessing examinees\' clinical competence across multiple domains. The study demonstrated that the CSV not only augmented the assessment of diagnostic skills but also positively impacted learners\' motivation, suggesting a multifaceted role for simulation in medical education.
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