Gamification

游戏化
  • 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
    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
    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: Clinical Trial Protocol
    背景:性传播感染(STIs)的发病率正在增加,尤其是年轻人。需要工具来增加关于性教育和性传播感染预防和治疗的知识。游戏化可以成为年轻人和卫生专业人员的良好培训工具。这项研究的主要目的是评估培训干预对性传播感染预防的影响。检测,和初级保健专业人员的治疗。
    方法:多中心集群随机对照试验。初级保健专业人员将接受干预(关于性教育和性传播感染的在线视频游戏[SEXIT]),并将与未接受干预的对照组进行比较。组分配将按群集随机化。该研究将包括干预前的事后评估:知识测试将在干预前后和干预后3个月进行。该测试也将在对照组中以相同的时间顺序进行。培训干预的影响将在6个月内进行评估,重点关注与性传播感染临床管理相关的各种变量。此评估需要与性传播感染的临床方法相关的诊断测试和抗生素处方的临床记录。所需的样本量为262(每组131)。
    结论:与对照组相比,干预组参与者在干预后的知识和临床行为结局有望得到改善.我们计划开发一个教育视频游戏来增加关于性的知识,性传播感染和暴力。在ISRCTN注册的协议,参考号为ISRCTN17783607。
    BACKGROUND: The incidence of sexually transmitted infections (STIs) is increasing, especially among young people. Tools are needed to increase knowledge about sex education and STI prevention and treatment. Gamification can be a good training tool for both young people and health professionals. The primary objective of this study is to assess the impact of a training intervention on STI prevention, detection, and treatment in primary care professionals.
    METHODS: Multicentre cluster randomized controlled trial. Groups of primary care professionals will receive an intervention (online video game on sex education and STIs [SEXIT]) and will be compared with control groups that will not receive the intervention. Group assignments will be randomized by clusters. The study will consist of a pre-post evaluation of the intervention: a knowledge test will be administered before and after the intervention and 3 months after the intervention. This test will also be carried out on the same time sequence in the control groups. The impact of the training intervention will be assessed over a 6-month period, focusing on various variables associated with the clinical management of STIs. This evaluation entails the clinical records of diagnostic tests and antibiotic prescriptions related to the clinical approach to STIs. The required sample size is 262 (131 per group).
    CONCLUSIONS: Compared with those in the control group, improvements in knowledge and clinical behavioural outcomes after the intervention are expected for participants in the intervention groups. We plan to develop an educational video game to increase the knowledge about sexuality, STIs and violence. Protocol registered at ISRCTN with reference number ISRCTN17783607.
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  • 文章类型: Journal Article
    近年来,技术在教育中的整合彻底改变了传统的学习范式。数字素养,21世纪的一项关键技能,已经成为现代教育的一个重要方面,使学生能够导航,批判性评估,并有效地使用数字工具。随着教育工作者努力提高参与度和学习成果,游戏化作为一种吉祥的教学方法出现了。通过将游戏机制应用于非游戏环境,游戏化旨在创造更加身临其境和数字化的学习体验。
    本研究论文旨在调查学习者在本科阶段的数字素养课程中对游戏化的影响和接受程度。
    在一项干预前研究中,168名本科生被随机分配到实验组(基于游戏化)或对照组(常规)学习条件。两组参与者在数字素养方面都学习了相同的主题。
    实证研究结果表明,实验组的参与者在数字素养方面的学业成绩要好于未接触过基于游戏的学习环境的参与者。参与者先前的游戏化经验并未被发现是他们在数字素养课程中接受游戏化的重要预测因素。
    该研究提供了证据支持游戏化在增强数字素养教育方面的潜在好处,并为在高等教育环境中进一步探索和实施游戏化学习方法打开了大门。
    UNASSIGNED: In recent years, the integration of technology in education has revolutionized traditional learning paradigms. Digital literacy, a crucial skill in the 21st century, has become a vital aspect of modern education, enabling students to navigate, critically assess, and effectively use digital tools. As educators strive to boost engagement and learning outcomes, gamification has appeared as an auspicious pedagogical approach. By applying game mechanics to nongame contexts, gamification seeks to create a more immersive and digital learning experience.
    UNASSIGNED: This research paper aims to investigate the impact and acceptance of gamification by learners in a digital literacy course at the undergraduate level.
    UNASSIGNED: In a pre-post intervention study, 168 undergraduate students were randomly assigned either to the experimental group (gamification based) or control group (conventional) learning condition. Both groups of participants learned the same topics in digital literacy.
    UNASSIGNED: Empirical findings showed that participants from the experimental group had better academic performance in digital literacy than those who were not exposed to the game-based learning environment. The participants\' prior experience with gamification was not found to be a significant predictor of their acceptance of gamification in a digital literacy course.
    UNASSIGNED: The study provides evidence supporting the potential benefits of gamification in enhancing digital literacy education and opens the door for further exploration and implementation of gamified learning approaches in higher education settings.
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  • 文章类型: Case Reports
    问题的描述。游戏化在药学教育中被用作一种创新的学习策略,以使学习者参与教育内容。3月的疯狂药物治疗活动使用了支架术,一种以前在药学教育文献中没有描述过的游戏化,增加学生的参与度和对关键疾病状态的了解。创新。该活动是为在教学药学课程的最后一个学期中用于顶石课程而开发的。学生们创造了与药物相关的珍珠,这些珍珠被放在锦标赛风格的支架中。然后,学生完成括号以预测获胜的珍珠,并每两周投票一次以确定最具临床意义的珍珠。在活动前和活动后评估学生的知识以及活动后的感知评估。批判性分析。在52个学生参与者的回答中,大多数人同意或强烈同意该活动增加了对课程材料的理解并激发了对课程材料的兴趣,同时为课程添加有趣的元素。从预测试(57.7%±1.5%)到后测(63.1%±1.9%),学生回答正确的多项选择题的平均百分比有统计学上的显着增加(P=0.002)。与获得较少选票的珍珠相比,获得最多选票的珍珠不太可能与知识的增加有关。接下来的步骤。学生认为实施支架学活动很有趣,引人入胜,有利于理解课程材料。然而,知识的增长是有限的。这表明了以提供教育价值的方式构建游戏化的重要性,并强调了修改活动以促进学生学习的必要性。
    Description of the Problem. Gamification is used in pharmacy education as an innovative learning strategy to engage learners with educational content. The March Medication Madness activity used bracketology, a type of gamification not previously described in pharmacy education literature, to increase student engagement and knowledge of key disease states. The Innovation. The activity was developed for use in a capstone course during the final semester of the didactic pharmacy curriculum. Students created medication-related pearls that were placed in a tournament-style bracket. Students then completed brackets to predict the winning pearls and voted biweekly to determine the most clinically significant pearl. Student knowledge was assessed pre- and post-activity along with a post-activity perception assessment. Critical Analysis. Of the 52 student participant responses, most agreed or strongly agreed that the activity increased understanding and stimulated interest in course material, while adding a fun element to the course. There was a statistically significant increase (P = .002) in the average percentage of multiple-choice questions students answered correctly from the pre-test (57.7% ± 1.5%) to the posttest (63.1% ± 1.9%). Pearls that received the most votes were no more likely to be associated with an increase in knowledge than pearls receiving fewer votes. Next Steps. Implementation of a bracketology activity was perceived by students as fun, engaging, and beneficial in understanding course material. However, increase in knowledge was limited. This shows the importance of structuring gamification in a way that provides educational value and underscores the need to modify the activity to promote student learning.
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  • 文章类型: Journal Article
    数字方法有可能使活动推广对儿童和青少年具有吸引力并适合其年龄。KIJANI是一款移动应用程序,旨在通过游戏化和增强现实来增加青少年的身体活动(PA)。本研究通过多方法方法调查了KIJANI的用户体验。
    KIJANI基于可以通过PA赚取虚拟硬币的概念,例如,以收集的步数形式。有了这些硬币,块可以买,它可用于创建虚拟建筑物和景观,并通过增强现实将其集成到玩家的真实世界环境中。为了评估用户体验,参与者三人一组玩KIJANI25分钟。之后,通过一对一的半结构化访谈对KIJANI进行了定性评估,并通过标准化问卷进行了定量评估。
    总的来说,22名参与者(12.6±1.7岁,研究中包括6名女孩)。游戏的整体概念和实现受到目标群体的好评。研究参与者确实对KIJANI的进一步发展有各种创造性的想法。大多数(n=16)认为使用KIJANI会增加他们的PA水平。基于UEQ量表的用户体验为(平均值±SD):吸引力(1.78±1.82),清晰度(2.15±0.680),效率(0.67±1.25),可靠性,(1.21±0.93),刺激(1.24±1.78),和新颖性(1.27±1.34)。
    有了这些见解,KIJANI的参与性发展又迈出了一步。像KIJANI这样的应用程序似乎适合在儿童和青少年中推广PA。
    UNASSIGNED: Digital approaches have the potential to make activity promotion attractive and age-appropriate for children and adolescents. KIJANI is a mobile application aiming to increase physical activity (PA) in youth via gamification and augmented reality. This study investigates the user experience with KIJANI through a multimethod approach.
    UNASSIGNED: KIJANI is based on the concept that virtual coins can be earned through PA, for example, in the form of collected step counts. With these coins, blocks can be bought, which can be used to create virtual buildings and landscapes and integrate these into the player\'s real-world environment via augmented reality. To evaluate the user experience, participants played KIJANI in groups of three for 25 min. Afterwards KIJANI was evaluated qualitatively with one-on-one semi-structured interviews as well as quantitatively with standardized questionnaires.
    UNASSIGNED: Overall, 22 participants (12.6 ± 1.7 years, 6 girls) were included in the study. The overall game concept and realization were well received by the target group. Study participants did have various and creative ideas for the further development of KIJANI. The majority (n = 16) thought that using KIJANI would increase their PA level. User experience based on the UEQ scale was (mean ± SD): attractiveness (1.78 ± 1.82), perspicuity (2.15 ± 0.680), efficiency (0.67 ± 1.25), dependability, (1.21 ± 0.93), stimulation (1.24 ± 1.78), and novelty (1.27 ± 1.34).
    UNASSIGNED: With these insights, a further step has been taken in the participatory development of KIJANI. Apps like KIJANI appear to be suitable for PA promotion in children and adolescents.
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  • 文章类型: Journal Article
    背景:数字技术和游戏化应用程序在医疗保健环境中很有用。游戏化使用技术通过类似游戏的体验来影响用户的行为和动机。患者坚持增强术后恢复(ERAS)计划对于实现术后早期恢复至关重要,并且持续监测对于获得良好结果至关重要。
    目的:本研究旨在描述用于增强术后恢复的移动应用程序(MobERAS)的开发和验证,一个游戏化的移动健康应用程序,用于根据ERAS计划在术后期间对患者进行远程监护,并评估其功能和可用性以及患者的体验,卫生保健专业人员,和计算机专业人员使用它。
    方法:我们开发了用于术后远程监测的MobERAS,在患者积极参与的过程中,并为卫生团队提供实时信息。应用程序开发过程包括理想化,跨学科团队组建,潜在需求评估,和产品部署。在整个开发过程中进行了可用性测试,并进行了改进,技术调整,和更新。定稿后,进行了全面的验证试验。评估的参数是那些可以影响住院时间的参数,比如恶心,呕吐,疼痛量表,恢复正常的胃肠功能,和血栓栓塞事件。MobERAS旨在由用户在手机上下载,片剂,或其他移动设备,并提供术后数据。该应用程序有一个GPS,监测患者的步行时间和距离,并连接到存储收集的数据的虚拟数据库。
    结果:纳入接受中型和大型妇科肿瘤手术的妇女。我们纳入了65例患者,平均年龄为53.2岁(SD7.4,范围18-85岁)。使用时间为23.4至70小时(平均45.1,SD19.2小时)。关于坚持使用MobERAS,平均填充率为56.3%(标准差为12.1%,范围41.7%-100%),并获得了65例患者中60例(92.3%)的下床数据。研究人员可以实时访问患者填写的数据。患者很好地接受了MobERAS的使用,与应用程序的可用性的良好评价。MobERAS易于使用,并且由于其游戏化的设计而被认为具有吸引力。该应用程序在所有项目中被医疗保健专业人员(n=20)和专门从事技术创新的专业人员(n=10)评为好或非常好。
    结论:MobERAS易于使用,安全,被患者接受,并得到专家的良好评估。它可以在临床外科实践中非常有用,并且是使患者和医疗保健专业人员更多参与ERAS计划的重要工具。
    BACKGROUND: Digital technology and gamified apps can be useful in the health care context. Gamification uses technology to influence users\' actions and motivations through experiences that resemble games. Patient adherence to the enhanced recovery after surgery (ERAS) program is crucial for achieving early recovery after surgery and continuous monitoring is essential for obtaining good results.
    OBJECTIVE: This study aimed to describe the development and validation of a mobile app for enhanced recovery after surgery (MobERAS), a gamified mobile health app for telemonitoring patients in the postoperative period based on the ERAS program, and to evaluate its functionality and usability and the experience of patients, health care professionals, and computer professionals with its use.
    METHODS: We developed MobERAS for postoperative telemonitoring, with active participation of patients in the process, and offering availability of real-time information for the health team. The app development process included idealization, interdisciplinary team formation, potential needs assessment, and product deployment. Usability tests were conducted throughout the development process with improvements, technical adjustments, and updates. After finalization, comprehensive verification tests were performed. The parameters evaluated are those that can influence the length of hospital stay, such as nausea, vomiting, pain scales, return to normal gastrointestinal function, and thromboembolic events. MobERAS was designed to be downloaded by users on their phones, tablets, or other mobile devices and to provide postoperative data. The app has a GPS that monitors the patient\'s walking time and distance and is connected to a virtual database that stores the collected data.
    RESULTS: Women undergoing medium and major gynecologic oncologic surgeries were included. We included 65 patients with an average age of 53.2 (SD 7.4, range 18-85) years. The time of use ranged from 23.4 to 70 hours (mean 45.1, SD 19.2 hours). Regarding adherence to the use of MobERAS, the mean fill rate was 56.3% (SD 12.1%, range 41.7%-100%), and ambulation data were obtained for 60 (92.3%) of the 65 patients. The researcher had access to the data filled out by the patients in real time. There was good acceptance of the use of MobERAS by the patients, with good evaluation of the app\'s usability. MobERAS was easy to use and considered attractive because of its gamified design. The app was rated as good or very good in all items by health care professionals (n=20) and professionals specializing in technological innovation (n=10).
    CONCLUSIONS: MobERAS is easy to use, safe, well accepted by patients, and well evaluated by experts. It can be of great use in clinical surgical practice and an important tool for greater engagement of patients and health care professionals with the ERAS program.
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  • 文章类型: Journal Article
    背景:整合游戏化功能的数字干预有望促进日常步骤。然而,有关此类干预措施有效性的结果具有异质性,尚未在现实生活中得到证实.
    目的:本研究旨在使用真实数据在大样本中检验游戏化干预措施的有效性及其潜在的调节者。具体来说,我们测试了(1)与基线相比,游戏化干预是否在干预和随访期间增强了每日步数,(2)干预参与者的这种增强是否高于非参与者,(3)什么参与者特征或干预参数调节了程序的效果。
    方法:对2019年至2022年间注册移动健康Kiplin计划的4819名患者的数据进行了回顾性分析。在这次干预中,参与者可以参加一个或几个游戏,在其中跟踪他们的每日步数,允许个人玩他们的整体活动。非参与者是注册参加该计划但未参加干预的人,被视为对照组。通过嵌入在参与者的商业可穿戴设备或智能手机中的加速度计测量每日步数。接触干预,干预内容,和参与者的特征被纳入多水平模型以检验研究目标.
    结果:干预组的参与者表现出比非参与者的平均每日步幅显著增加(P<.001)。然而,干预效果取决于参与者的初始体力活动。基线每日步数<7500的参与者在Kiplin干预期间(每日步数+3291步)和随访期间(每日步数+945步),均比基线显著改善。而基线水平较高的参与者在干预后每日步数无改善或显著减少.年龄(P<.001)和暴露(P<.001)正调节干预效果。
    结论:在现实世界中,在大样本中,与非参与者相比,Kiplin干预在干预期间和随访期间从基线开始增加参与者的每日步数方面显著有效.有趣的是,对干预的反应因参与者的初始步骤而异,存在高原效应。借鉴自决理论的见解,我们可以假设游戏化的效果可能取决于参与者的初始动机和活动。
    BACKGROUND: Digital interventions integrating gamification features hold promise to promote daily steps. However, results regarding the effectiveness of this type of intervention are heterogeneous and not yet confirmed in real-life contexts.
    OBJECTIVE: This study aims to examine the effectiveness of a gamified intervention and its potential moderators in a large sample using real-world data. Specifically, we tested (1) whether a gamified intervention enhanced daily steps during the intervention and follow-up periods compared to baseline, (2) whether this enhancement was higher in participants in the intervention than in nonparticipants, and (3) what participant characteristics or intervention parameters moderated the effect of the program.
    METHODS: Data from 4819 individuals who registered for a mobile health Kiplin program between 2019 and 2022 were retrospectively analyzed. In this intervention, participants could take part in one or several games in which their daily step count was tracked, allowing individuals to play with their overall activity. Nonparticipants were people who registered for the program but did not take part in the intervention and were considered as a control group. Daily step counts were measured via accelerometers embedded in either commercial wearables or smartphones of the participants. Exposure to the intervention, the intervention content, and participants\' characteristics were included in multilevel models to test the study objectives.
    RESULTS: Participants in the intervention group demonstrated a significantly greater increase in mean daily steps from baseline than nonparticipants (P<.001). However, intervention effectiveness depended on participants\' initial physical activity. The daily steps of participants with <7500 baseline daily steps significantly improved from baseline both during the Kiplin intervention (+3291 daily steps) and the follow-up period (+945 daily steps), whereas participants with a higher baseline had no improvement or significant decreases in daily steps after the intervention. Age (P<.001) and exposure (P<.001) positively moderated the intervention effect.
    CONCLUSIONS: In real-world settings and among a large sample, the Kiplin intervention was significantly effective in increasing the daily steps of participants from baseline during intervention and follow-up periods compared to nonparticipants. Interestingly, responses to the intervention differed based on participants\' initial steps, with the existence of a plateau effect. Drawing on the insights of self-determination theory, we can assume that the effect of gamification could depend of the initial motivation and activity of participants.
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  • 文章类型: Editorial
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