game-based learning

基于游戏的学习
  • 文章类型: Journal Article
    背景:该研究探讨了通过Kaizen进行持续改进在解剖学教育不断发展的景观中的意义。在这项研究中,我们的目标是双重的:1)评估将游戏纳入第一年医学课程以加强解剖学知识的有效性,和2)探索基于游戏的会议是否在解剖学学习中引起学生的反应得到改善。
    方法:全印度医学科学研究所(AIIMS)共有100名一年级医学学士和外科学士(MBBS)学生,Bibinagar,海得拉巴,Telangana,印度,暴露于基于游戏的学习,涉及六轮:首字母缩略词助记符(Reolent),拼图游戏解决(Dumbfound),填补空白的概念图(博客),连接图像(亲属关系),案例场景创建(Penman),和快速射击回合(响尾蛇)。
    结果:在干预结束时,采用基于5分Likert量表的预先验证问卷,对所有参与者进行测试并获得反馈.问卷答复进行了描述性分析,并进行了可靠性分析(Cronbach'sα)来评估项目的内部一致性。配对t检验表明,在之前(平均值(M)=17.2,标准偏差(SD)=9.1)和之后(M=25.9,SD=8)之间存在显着较大差异,t(99)=18.4,p<.001,这表明基于游戏的学习方法比传统学习方法的学生表现要好得多。
    结论:将基于游戏的教育与Kaizen原则结合在解剖学教育中,不仅为学生的学术追求做好了准备,而且使他们能够自信和熟练地驾驭不断变化的医疗保健环境的复杂性。
    BACKGROUND: The study explores the significance of continuous improvement through Kaizen in the evolving landscape of anatomy education. In this study, our objectives were twofold: 1) to assess the effectiveness of incorporating games in the first-year medical curriculum for reinforcing anatomy knowledge, and 2) to explore whether game-based sessions elicit improved student responses in the learning of anatomy.
    METHODS: A total of 100 first-year Bachelor of Medicine and Bachelor of Surgery (MBBS) students at All India Institute of Medical Sciences (AIIMS), Bibinagar, Hyderabad, Telangana, India, were exposed to game-based learning which involved six rounds: acronym mnemonics (Redolent), jigsaw puzzle solving (Dumbfound), Filling gaps in concept maps (Blogging), Connecting images (Kinship), case scenario creation (Penman), and rapid-fire round (Rattling).
    RESULTS: At the end of the intervention, a test was taken and feedback was obtained from all the participants using a prevalidated questionnaire prepared based on a 5-point Likert scale. Questionnaire responses were subjected to descriptive analysis, and reliability analysis (Cronbach\'s α) was performed to evaluate the internal consistencies of items. A paired t-test indicated that there was a significantly large difference between before (mean (M) = 17.2, standard deviation (SD) = 9.1) and after (M = 25.9, SD = 8), t(99) = 18.4, p < .001, signifying that the performance of the students was far better with game-based learning approaches than conventional learning.
    CONCLUSIONS: Combining game-based education with Kaizen principles in anatomy education not only prepares students for success in their academic pursuits but also empowers them to navigate the complexities of the ever-evolving healthcare landscape with confidence and proficiency.
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  • 文章类型: English Abstract
    The effectiveness of game-based learning strategies lies in the ability of these strategies to engage learners and enhance their motivation to learn. This is particularly important for today\'s younger generations, which are known to respond better to visual rather than textual information. Gamified education provides stimulating, realistic, and enjoyable learning experiences, helping students understand complex nursing knowledge and skills. The diversity of game-based learning tools, including based board games, escape room games, digital games, simulation games, mobile serious games, and virtual reality games, not only enhances students\' learning effectiveness and skills but also improves their problem-solving abilities, communication skills, and ability to cope with various challenges in clinical care. In general, game-based learning is a strategy with great potential and importance. This strategy not only has profound implications for modern nursing education and clinical practice but also, through its promotion of innovative thinking and diversified applications, can effectively promote the learning motivation of nursing professionals, improve teaching effectiveness, and enhance professional abilities and self-directed learning capabilities. In an era in which medical knowledge is constantly evolving, game-based learning should be promoted and utilized to cultivate nursing professionals\' capabilities effectively.
    BACKGROUND: 悅趣化教學之多元化發展與臨床運用.
    悅趣化學習是一個具有潛力和重要性的教學策略,對於現代護理教育和臨床實務具有深遠的影響,透過悅趣化教學的創新思維和多元化應用,可以促進學生的學習動機,提高教學效果,並有效培養護理人員的專業能力和自主學習能力。悅趣化學習策略的有效性在於其能夠吸引學習者並提升其學習動機,這對於現今偏好視覺性資訊的年輕世代尤其重要,悅趣化教學通過提供刺激性、真實性和樂趣性的學習體驗,有助於護理人員理解複雜的護理知識與技能。悅趣化教學具有多樣性,包括桌上型遊戲、密室逃脫遊戲、數位互動教學工具、模擬遊戲、行動嚴肅遊戲和虛擬實境遊戲等,這些工具不僅可以增強學生的學習成效和技能,還能夠提升其問題解決能力、溝通技巧,並幫助他們應對臨床照護中的各種挑戰。.
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  • 文章类型: English Abstract
    With the recent rapid changes in the medical environment and technology, traditional teaching methods are no longer sufficient to meet current professional needs. There is an increasing demand for emerging technologies in higher education, necessitating more interactive and personalized educational approaches. Hence, educators are exploring innovative teaching interventions, including digital simulations and gamified learning, to enhance motivation and engagement in learning. In this article, the concept and core elements of gamified learning are introduced and related methods applicable to nursing education such as digital simulations, virtual reality, tabletop games, and escape rooms are described. In addition, gamification teaching techniques that enhance student learning motivation as well as improve learning outcomes in theory and practice are discussed. Gamified learning enables nursing students to practice in rich and diverse interactive simulated environments. Using appropriate teaching strategies, the gamified approach to learning can strengthen critical thinking, problem-solving abilities, and communication confidence in students. Designing game mechanisms and methods that align with educational objectives and mastering the key principles of gamified teaching is an effective approach to diversifying and enhancing the effectiveness of learning activities in the classroom.
    BACKGROUND: 遊戲化教學運用在護理教育.
    隨著醫療環境與技術的迅速變遷,傳統教學模式已不足以滿足當前的專業需求,高等教育中對新興技術的需求日益增加,迫切需要更互動性和個性化的教育模式。是以教學上探索著包括數位模擬和遊戲化學習在內的創新教學介入方法,以提升學習動機和參與度。本文介紹遊戲化學習的概念和核心元素,列舉運用於護理教學包括數位模擬、虛擬實境、桌上遊戲以及密室逃脫等方式,以及遊戲化教學技巧,這些策略不僅增強學生的學習動機,也提升了理論與實務技能的學習效果。遊戲化學習使護理學生能在豐富且多元互動的模擬環境中練習,搭配合宜教學的策略安排,能夠強化學生的批判性思考、問題解決能力和溝通的信心。設計能符合教學目標的遊戲機制與方法,掌握遊戲化教學的關鍵原則,讓教室裡的學習活動多樣貌與具效益。.
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  • 文章类型: Journal Article
    这项研究的目的是研究英语作为外语特殊教育教师(EFLSE)关于基于游戏的学习方法解决ADHD患者行为障碍的观点。
    该研究涉及EFLSE教师的样本(n=131),他们填写了一份问卷,以确定可行程度。可接受,他们发现基于游戏的学习很有帮助。
    研究表明,EFLSE教师认为基于游戏的学习是吸引多动症学生并在基于游戏的学习活动中帮助保持注意力的一种可行且可接受的方法。然而,实施和个性化方法被认为是挑战。此外,EFLSE老师强调了基于游戏的学习的好处,包括改进问题解决,评估方法,合作,和学术技能的获得。
    这项研究为教育工作者提供了见解,政策制定者,和研究人员可以支持基于证据的干预措施的发展,为多动症学生提供基于游戏的学习。
    UNASSIGNED: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients.
    UNASSIGNED: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how feasible, acceptable, and helpful they found game-based learning.
    UNASSIGNED: The study revealed that EFLSE teachers perceive game-based learning to be a feasible and acceptable method for engaging ADHD students and helping to maintain their attention during game-based learning activities. Nevertheless, implementation and individualized approaches are cited as challenges. Additionally, EFLSE teachers emphasized the benefits of game-based learning, including improved problem-solving, assessment methods, collaboration, and the acquisition of academic skills.
    UNASSIGNED: The study contributes insights for educators, policymakers, and researchers that can support the development of evidence-based interventions offering game-based learning for students with ADHD.
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  • 文章类型: Journal Article
    基于游戏的学习(GBL)是一种创新的教学方法,利用数字应用程序来增强健康科学高等教育。因此,分析教师和学生对GBL的看法可以帮助教育管理者,教育工作者,研究人员根据学生的需求定制GBL。
    本研究旨在探索教师(教师)和学生对健康科学高等教育中GBL的看法。进一步确定影响GBL使用的障碍以及从他们的角度对其使用的建议。
    在沙特大学进行了描述性定性方法。总共完成了42次半结构化访谈,对22名教职员工和20名学生进行了目的性抽样,直到数据饱和。使用主题内容分析方法对数据进行了分析。
    教师和学生反映了他们使用GBL的个人经历,数据显示了内容分析中出现的七个主题和30个类别:常见的数字应用程序,目的和用途,GBL的效果或益处,GBL的个人经验,影响数字游戏使用的挑战和障碍,并为教育工作者提供使用GBL应用程序的建议。
    学生和教师的经验表明,GBL可以增强课堂学习,并补充健康科学高等教育中的传统教学方法。GBL的安全,身临其境的环境让学生练习许多通用技能,提高兴趣,动机,和同伴介导的学习。教师和学生分享了他们的GBL经验,责任,和热情。健康科学高等教育机构应考虑如何增加向希望在课堂上建立和使用GBL方法的教育工作者提供资源和培训的灵活性。
    UNASSIGNED: Game-Based Learning (GBL) is an innovative pedagogical approach that utilizes digital applications to enhance health sciences higher education. Therefore, analyzing faculty and students\' perspectives on GBL can help educational administrators, educators, and researchers tailor GBL to students\' needs.
    UNASSIGNED: This study aimed to explore faculty (teachers) and students\' perspectives towards GBL in health sciences higher education. Further to identify barriers affecting the use of GBL as well as recommendations for its use from their perspectives.
    UNASSIGNED: A descriptive-qualitative approach was conducted at a Saudi university. A total of 42 semi-structured interviews were completed with a purposive sampling of 22 faculty members and 20 students until data saturation. The data were analyzed using a thematic content analysis approach.
    UNASSIGNED: Faculty members and students reflected on their personal experiences using GBL, and the data presented seven themes and 30 categories emerged from the content analysis: common digital apps, purpose and uses, effect or benefits of GBL, personal experience with GBL, challenges and barriers affecting the use of digital games, and recommendations for educators on using GBL apps.
    UNASSIGNED: The experiences of both students and faculty demonstrated that GBL can enhance classroom learning and complement traditional teaching approaches in health sciences higher education. GBL\'s safe, immersive environment lets students practice many generic skills, boosting interest, motivation, and peer-mediated learning. Faculty and students shared their GBL experiences, responsibilities, and enthusiasm. Health sciences higher education institutions should consider ways to increase flexibility in providing resources and training to educators who want to build and use the GBL approach in their classroom.
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  • 文章类型: Journal Article
    研究课程对职业治疗学生来说可能是具有挑战性的,从而有可能影响他们对学习的投入。学生参与框架用于设计和实施一项名为“研究人员剧院”的创新任务,该任务由38名第一学期职业治疗学生组成。每节课开始时,一小群学生领导了一个创造性的活动,回顾前一周的主题。学生反馈调查结果和教师的观察表明,这一框架有助于学生的情感,行为,和认知参与。研究结果还强调了以学生为主导的潜在价值,基于游戏的学习,用于强化课程内容。
    Research coursework can be challenging for occupational therapy students, thus potentially compromising their engagement in learning. A student engagement framework was used to design and implement an innovative assignment called Researchers\' Theater with a cohort of 38 first-semester occupational therapy students. At the beginning of each class, a small group of students led a creative activity to review topics from the preceding week. Student feedback survey results and instructors\' observations suggest this framework contributed to students\' affective, behavioral, and cognitive engagement. Findings also highlight the potential value of student-led, game-based learning for reinforcing course content.
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  • 文章类型: Journal Article
    高风险但临床上不常见的程序是具有挑战性的教学。逃生室可以通过基于游戏的学习提供创新的解决方案。关于如何设计专注于物理难题的逃生室的指导有限。我们设计并实施了一个以程序为中心的逃生室,以向麻醉住院医师教授高风险的程序。
    我们通过改良的Delphi技术选择了与麻醉住院医师相关的5种程序技能:光纤插管,快速注入器设置,骨内线放置,柔性支气管镜检查,和声门上气道交换。我们设计了相关的技能站,并使用一系列精心制作的谜题将它们依次链接起来,锁,钥匙,和代码。拼图设备的总成本为169.53美元。经过试点测试,我们从2022年7月到11月实施了逃生室。我们使用单组前测-后测研究设计对居民进行评估。
    55名(78%)合格的麻醉科居民中有43名参加了逃生室。31名居民完成了调查。居民自我效能感在5个程序中的每一个程序中都有显著提高。27位(96%)居民中有26位更喜欢逃生室,而不是典型的程序技能研讨会。
    这项试点研究证明了以程序为中心的逃生室用于教授高风险技术技能的可行性。我们在以程序为中心的逃生室设计中确定了3个教训:故意设置参与者上限,优化资源使用,并最大限度地再现性。参加一次逃生室会议可显着提高居民的自我效能感。居民强烈喜欢逃生室格式,而不是传统的程序技能研讨会。
    UNASSIGNED: High-stakes yet clinically infrequent procedures are challenging to teach. Escape rooms may offer an innovative solution through game-based learning. There is limited guidance on how to design an escape room focused on physical puzzles. We designed and implemented a procedure-focused escape room to teach high-stakes procedures to anesthesiology residents.
    UNASSIGNED: We selected 5 procedural skills relevant to anesthesiology residents through a modified Delphi technique: fiberoptic intubation, rapid infuser setup, intraosseous line placement, flexible bronchoscopy, and supraglottic airway exchange. We designed associated skills stations and linked them in sequence using an elaborate series of puzzles, locks, keys, and codes. The total cost of puzzle equipment was $169.53. After pilot testing, we implemented the escape room from July to November 2022. We assessed residents using a single group pretest-posttest study design.
    UNASSIGNED: Forty-three of 55 (78%) eligible anesthesiology residents participated in the escape room. Thirty-one residents completed the surveys. Resident self-efficacy significantly improved for each of the 5 procedures. Twenty-six of 27 (96%) residents preferred the escape room over a typical procedural skills workshop.
    UNASSIGNED: This pilot study demonstrated the feasibility of a procedure-focused escape room for teaching high-stakes technical skills. We identified 3 lessons in procedure-focused escape room design: set participant caps intentionally, optimize resource usage, and maximize reproducibility. Participating in a single escape room session significantly increased resident self-efficacy. Residents strongly preferred the escape room format over a traditional procedural skills workshop.
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  • 文章类型: Journal Article
    睡眠卫生教育(SHE)包括主要旨在减少睡眠问题的环境和行为习惯。目前认为作为独立治疗无效,通常提供教育的方式对于获取新知识可能是无效的。这项研究的目的是确定更具吸引力的教学介质是否可以提高睡眠卫生教育的效率。这项研究检查了使用基于游戏的学习向有睡眠问题的人教授SHE。
    35名参与者玩了30天的SHE游戏。检查了状态前后焦虑和睡眠质量测量的差异。
    参与者在使用该应用程序30天后,睡眠质量和状态焦虑得到了显着改善,尽管大多数患者的评分仍然升高。
    这项试点调查为基于游戏的SHE方法的有效性提供了初步证据。
    UNASSIGNED: Sleep hygiene education (SHE) consists of environmental and behavioral practices primarily intended to reduce sleep problems. Currently considered ineffective as a stand-alone treatment, the manner in which the education is typically delivered may be ineffective for the acquisition of new knowledge. The purpose of this study was to determine if a more engaging teaching medium may improve the efficacy of sleep hygiene education. This study examined the use of game-based learning to teach SHE to individuals with sleep problems.
    UNASSIGNED: 35 participants played the SHE games for 30 days. Differences in pre- and post-state anxiety and sleep quality measures were examined.
    UNASSIGNED: Participants had significant improvements in sleep quality and state anxiety after using the app for 30 days, although scores for the majority of patients remained elevated.
    UNASSIGNED: This pilot investigation provides initial evidence for the efficacy of a game-based approach to SHE.
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  • 文章类型: Journal Article
    评估游戏化在线角色扮演的用户感知和教育影响,以及构建一个概念框架,强调如何设计这种交互式学习策略,这项研究采用了解释性的序贯混合方法设计。参与者被要求在参与游戏化的在线角色扮演之前和之后完成对远程医学的信心和意识的自我感知评估。他们还被要求填写满意度问卷,并参加深入访谈,以调查他们的学习经历。数据采用描述性统计分析,配对样本t检验,单向方差分析,和框架分析。有18名参与者完成了自我感知评估和满意度问卷,其中12人参加了半结构化面试。参与游戏化的在线角色扮演后,自我感知的信心和意识有统计学上的显着提高(P<0.001)。此外,参与者可能对这种学习策略感到满意,其中有用性被认为是最积极的方面,得分为4.44分(5分),其次是易用性(4.40)和享受(4.03)。从定性发现构建的概念框架揭示了设计游戏化在线角色扮演的五个关键要素,包括学习者简介,学习设置,教学组成部分,交互功能,和教育影响。游戏化的在线角色扮演已经证明了其在提高自我感知的信心和对远程语言的认识方面的潜力。本研究中开发的概念框架可以被认为是设计和实施牙科教育中的游戏化在线角色扮演。这项研究为游戏化在线角色扮演在远程牙科中的教育影响以及如何在牙科教育中设计和实施提供了有价值的证据。这些信息将为正在考虑在其实践中实施远程牙科培训的牙科指导员或教育工作者提供支持。
    To evaluate user perceptions and educational impact of gamified online role-play in teledentistry as well as to construct a conceptual framework highlighting how to design this interactive learning strategy, this research employed an explanatory sequential mixed-methods design. Participants were requested to complete self-perceived assessments toward confidence and awareness in teledentistry before and after participating in a gamified online role-play. They were also asked to complete a satisfaction questionnaire and participate in an in-depth interview to investigate their learning experience. The data were analyzed using descriptive statistics, paired sample t-test, one-way analysis of variance, and framework analysis. There were 18 participants who completed self-perceived assessments and satisfaction questionnaire, in which 12 of them participated in a semi-structured interview. There were statistically significant increases in self-perceived confidence and awareness after participating in the gamified online role-play (P < 0.001). In addition, the participants were likely to be satisfied with this learning strategy, where usefulness was perceived as the most positive aspect with a score of 4.44 out of 5, followed by ease of use (4.40) and enjoyment (4.03). The conceptual framework constructed from the qualitative findings has revealed five key elements in designing a gamified online role-play, including learner profile, learning settings, pedagogical components, interactive functions, and educational impact. The gamified online role-play has demonstrated its potential in improving self-perceived confidence and awareness in teledentistry. The conceptual framework developed in this research could be considered to design and implement a gamified online role-play in dental education. This research provides valuable evidence on the educational impact of gamified online role-play in teledentistry and how it could be designed and implemented in dental education. This information would be supportive for dental instructors or educators who are considering to implement teledentistry training in their practice.
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  • 文章类型: Journal Article
    背景:在护理教育领域,执行利奥波德机动所需的专业知识和知识至关重要,形成护理学生可委托专业活动的组成部分。因此,掌握利奥波德的手法已成为护理教育的核心组成部分。尽管如此,许多护理课程中流行的教学方法往往会限制互动和情境学习体验,这可能会阻碍学生深入参与主题的能力。这种参与的缺乏可能会影响学生学习的有效性和学生的临床判断能力,可委托专业活动能力的基本要素。
    方法:本研究采用准实验设计,涉及55名护理大学生,实验组28人,对照组27人。该研究将基于游戏的学习与自我调节的学习策略相结合,并进行了预测试,后测,和问卷来评估学生的学习表现,自我效能感,和学习动机。实验组采用自主学习策略参与游戏学习,而对照组经历了基于游戏的学习,而没有整合自我调节学习。学习表现使用独立样本t检验进行分析,采用协方差分析比较两组的自我效能感和学习动机。
    结果:研究结果表明,游戏学习与自主学习策略的整合可以显著提高学生的学习成绩,自我效能感,和学习动机。
    结论:作为可委托专业活动的组成部分,利奥波德的机动被整合到一个交互式的基于游戏的学习环境中,再加上护理教育中的自我调节学习策略。这种方法旨在培养护理专业学生的核心能力。这项研究证明了它在有效吸引学生方面的有效性,作为利奥波德演习中沉浸式学习的动态资源,与促进护理教育中可委托专业活动的设计考虑因素很好地保持一致。
    In the field of nursing education, the expertise and knowledge required to perform Leopold\'s Maneuvers are critical, forming an integral part of Entrustable Professional Activities for nursing students. As a result, mastering Leopold\'s Maneuvers has become a core component of nursing education. Despite this, the prevailing didactic methods in many nursing courses tend to limit interactive and contextual learning experiences, which can hinder students\' ability to engage deeply with the subject matter. This lack of engagement may subsequently affect both the effectiveness of students\' learning and students\' clinical judgment capacity, essential elements in the competencies of Entrustable Professional Activities.
    A quasi-experimental design was employed in this study, involving a total of 55 nursing university students, with 28 participants in the experimental group and 27 in the control group. The research incorporated game-based learning integrated with the self-regulated learning strategy, and employed a pretest, posttest, and questionnaires to assess students\' learning performance, self-efficacy, and learning motivation. The experimental group participated in game-based learning with the self-regulated learning strategy, whereas the control group experienced game-based learning without the integration of self-regulated learning. Learning performance was analyzed using an independent samples t-test, while Analysis of Covariance was employed to compare the self-efficacy and learning motivation of the two groups.
    The findings showed that the integration of game-based learning with the self-regulated learning strategy can significantly improve students\' learning performance, self-efficacy, and learning motivation.
    As an integral part of Entrustable Professional Activities, Leopold\'s Maneuvers were integrated into an interactive game-based learning environment, coupled with the self-regulated learning strategy in nursing education. This approach aimed at cultivating core competencies among nursing students. This study has demonstrated its efficacy in engaging students effectively, serving as a dynamic resource for immersive learning in Leopold\'s Maneuvers, aligning well with the design considerations for promoting Entrustable Professional Activities in nursing education.
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