Twine

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  • 文章类型: Journal Article
    背景:虚拟患者提供了一种模拟真实临床实践的安全方法。Twine是一种开源软件,可用于创建复杂的虚拟患者游戏,包括元素,如非线性的自由文本历史采取和时间相关的变化游戏的叙述。我们评估了将Twine虚拟患者游戏纳入Glassgow大学本科生的糖尿病急性护理在线学习包中的情况,苏格兰。
    方法:使用Twine开发了三种游戏,Wacom曲折Pro,AutodeskSketchBook,Camtasia工作室,和模拟病人。在线材料包括三个VP游戏,八个微课,和一个最佳回答多项选择题测验。通过可接受性和可用性问卷在Kirkpatrick1级评估游戏。整个在线套餐在柯克帕特里克2级进行了评估,包括课程前和课程后的多项选择和信心问题,使用配对t检验进行统计分析。
    结果:大约270名符合条件的学生中有122名提供了有关资源利用的信息,96%的学生使用至少一个在线资源。68%的返回调查的学生使用至少一个VP游戏。73名学生对他们玩过的VP游戏提供了反馈,在积极的可用性和可接受性陈述上,大多数中位数回答是“同意”。在线资源的平均多项选择得分从10分的4.37增加到10分的7.96(p<0.0001,95%CI2.99到4.20,n=52),平均总置信度得分从10分的4.86增加到10分的6.70(p<0.0001,95%CI1.37到2.30,n=48)。
    结论:我们的VP游戏深受学生欢迎,并促进了在线材料的参与。在线材料包导致对糖尿病急性护理结果的信心和知识的统计学显着增加。现在已经创建了具有支持说明的蓝图,以促进使用Twine软件快速创建更多游戏。
    BACKGROUND: Virtual patients provide a safe way to simulate authentic clinical practice. Twine is an open-source software that can be used to create intricate virtual patient games, including elements like non-linear free text history taking and time-related changes to the game\'s narrative. We evaluated the incorporation of Twine virtual patient games into a diabetes acute care online learning package for undergraduate medical students at the University of Glassgow, Scotland.
    METHODS: Three games were developed using Twine, Wacom Intuous Pro, Autodesk SketchBook, Camtasia Studio, and simulated patients. Online material included three VP games, eight microlectures, and a single best answer multiple choice question quiz. The games were evaluated at Kirkpatrick Level 1 with an acceptability and usability questionnaire. The entire online package was evaluated at Kirkpatrick Level 2 with pre- and post-course multiple choice and confidence questions, with statistical analysis performed using paired t-tests.
    RESULTS: 122 of approximately 270 eligible students provided information on resource utilisation, with 96% of these students using at least one online resource. 68% of students who returned surveys used at least one VP game. 73 students provided feedback on the VP games they had played, with the majority of median responses being \"agree\" on positive usability and acceptability statements. The online resources were associated with a mean multiple choice score increase from 4.37 out of 10 to 7.96 out of 10 (p < 0.0001, 95% CI + 2.99 to + 4.20, n = 52) and a mean total confidence score increase from 4.86 out of 10 to 6.70 out of 10 (p < 0.0001, 95% CI + 1.37 to + 2.30, n = 48).
    CONCLUSIONS: Our VP games were well-received by students and promoted engagement with online material. The package of online material led to statistically significant increases in confidence and knowledge in diabetes acute care outcomes. A blueprint with supporting instructions has now been created to facilitate rapid creation of further games using Twine software.
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  • 文章类型: Journal Article
    With technology becoming an essential component in classrooms, it is becoming more crucial for pharmacy faculty to explore innovative active learning strategies that engage students inside and outside the classroom. This manuscript discusses how two fourth-year students and their preceptor developed interactive patient cases using an open-source software application called Twine (www.twinery.org).
    Two different cases were developed in Twine. The first patient case story was created by the fourth-year students and will be implemented in the future. The second patient case, consisting of two Twine stories, was created by the faculty preceptor and was implemented during new student orientation.
    Resources for development as well as advantages and disadvantages of developing and implementing Twine stories into the curriculum are discussed. Implementation of the faculty\'s Twine stories into the pharmacy curriculum is also discussed.
    Twine is a user-friendly application and has the potential to be utilized in healthcare programs as an effective and engaging teaching strategy that both professor and students enjoy.
    While development of a Twine story could be time-consuming, the benefit of increasing student engagement outweighs the cost. Active learning is an essential component in the classroom, and finding new and innovative ways to enhance student learning is imperative.
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  • 文章类型: Journal Article
    在新的背景下应用地理知识对小学生来说是一项创造性和艰巨的任务。然而,使用开源工具Twine创建文本冒险可能是应用地理知识的一种方法,但是目前没有研究证实这一点。我们试图确定小组中的学生如何在地理课中构建文本冒险,专注于“缅甸旅游业:威胁还是机遇”的主题。我们用声音记录了14名学生的施工过程,分成六个小组,并分析了他们的游戏。我们发现,组间不同的文本冒险建构活动差异最小。小组主要提出问题并表达了使用元对话进行组织并使用协议的想法。这些和其他文本冒险构建活动可以帮助指定协作创造力的模型。此外,成功的团体用副词写地理叙事来强调心理上的接近性,他们故事中的反问句和感情,使用的单词比其他单词多。结果表明,未来研究的重点应该是开发一种模型,将地理叙事技能整合到地理课程中,并加强有关协作创造力的研究。
    Applying geographical knowledge in new contexts is a creative and difficult task for school pupils. However, creating text adventures with the open-source tool Twine may be one way to apply geographic knowledge, but there is currently no research that confirms this. We attempted to determine how pupils in small groups constructed text adventures in geography lessons, focused on the topic \"Tourism in Myanmar: threat or opportunity\". We recorded the construction processes of 14 pupils audibly, organized into six teams, and analyzed their games. We found that the different text adventure construction activities between the groups had minimal differences. The groups predominantly asked questions and expressed ideas that used meta-conversation for organization and used agreements. These and other text adventure construction activities can help to specify a model of collaborative creativity. In addition, successful groups wrote geographical narratives with adverbs to emphasize the psychological proximity, rhetorical questions and feelings in their stories, and used more words than the others. The results suggest a focus of future research should be on developing a model for integrating geographical narrative skills into geography lessons and intensifying research about collaborative creativity.
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  • 文章类型: Journal Article
    法医学的高等教育教学倾向于遵循传统的讲座形式,然后是实际的实验室课程。有时这种方法是不可能的,或者被认为不够创新。自由的,开放获取软件Twine与英国大学法医和犯罪现场科学的最后一年本科生一起使用,以便基于非线性故事的创建来创建交互式学习体验。与传统的讲座模式相比,对这种方法的评估表明了对学生理解的积极影响。学生发现这种体验很吸引人,并热衷于再次使用Twine。
    Higher education teaching in the forensic sciences tends to follow a traditional format of lectures followed by practical laboratory sessions. Sometimes this approach is not possible or viewed as not innovative enough. The free, open access software Twine was used with final year undergraduates in forensic and crime scene science in a UK university in order to create an interactive learning experience based around the creation of non-linear stories. Evaluation of this approach demonstrated the positive impact on student understanding when compared to the traditional lecture model. Students found the experience engaging and were keen to use Twine again.
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  • 文章类型: Journal Article
    The phaeophyte macroalgae Sargassum muticum is under investigation as a cultivation crop within its native range in SE Asia, alongside other members of the Sargassum genus. During the critical hatchery phase, germlings are grown to ≥ several millimeters ready for outplanting. By optimising the growth medium and twine substrate used for the germling attachment, hatcheries can become more efficient and cost-effective. An 8-week replicated laboratory experiment investigated these factors. It found that adding 0.125 mL L-1 of saturated germanium dioxide during the first week increased mean germling size by 23% (p < 0.005), whereas additional nutrients in the form of F/2 medium made no difference (p > 0.05). Six twine substrates were also tested: jute, cotton, polyamide/cotton, polyester, polyvinyl alcohol and polypropylene. Sargassum muticum grew similarly well on all, although attachment success during the first week was highest on the rougher natural fibres, particularly jute. A negative density-dependent effect of germling density on growth was seen across all materials, with the highest growth seen on the materials with the lowest germling density. Jute is recommended as a highly suitable substrate for hatchery cultivation in this species, although the initial density should be carefully controlled to prevent intraspecific competition.
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