جستجوی مقالات مرتبط با کلیدواژه "gamification" در نشریات گروه "پزشکی"
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سابقه و هدف
فارماکولوژی یکی از دوره های ضروری کوریکولوم آموزشی علوم پزشکی است و آموزش آن در طی دوره ی مقدماتی علوم پزشکی موجب توانمندسازی دانشجویان در به کارگیری داروها در طی دوره بالینی خواهد شد. از آن جایی که تدریس و یادگیری آن از جمله مباحث چالش برانگیز در برنامه ریزی آموزشی است، این مطالعه با هدف معرفی ایده ای جدید جهت شناسایی دانشجویان استعدادهای برتر در حیطه فارماکولوژی پزشکی، تحرک علمی و انگیزش دانشجویان علوم پزشکی و یادگیری بهتر مفاهیم داروشناسی، انجام گرفت.
مواد و روش هاجمعیت هدف، دانشجویان رشته های علوم پزشکی (برای دانشجویان پزشکی و دندانپزشکی و داروسازی قبل از ورود به مقطع بالینی و برای سایر رشته های علوم پزشکی، شرکت فراگیران در هر مقطعی بعد از گذراندن درس فارماکولوژی) تعیین شدند. به منظور شرکت دانشجویان در این مسابقه، از آبان ماه سال 1401 به مدت 4 ماه، از طرق مختلف، به گروه های مختلف دانشجویان رشته های علوم پزشکی، در خصوص تاریخ و نحوه ی برگزاری مسابقه اطلاع رسانی گردید. فاز نخست برنامه در سطح دانشگاه علوم پزشکی بابل انجام گرفت و جهت تعمیم و گسترش آن در سطح ملی، این دوره از مسابقات در سه سطح دانشگاهی، منطقه ای و کشوری پیشنهاد گردید.
یافته هاهمان گونه که در حال حاضر المپیادهای کشوری دانشجویان علوم پزشکی، از جمله راهکارهای شناسایی استعدادهای برتر در حیطه های مختلف علوم پزشکی است، برگزاری مسابقات کشوری فارماکولوژی پزشکی نیز می تواند از جمله گزینه های سیاستی جهت ترغیب و انگیزش دانشجویان به یادگیری این درس مطرح شود.
استنتاجاز توصیه های سیاستی و استراتژی های پیاده سازی می توان به سیاست گذاری ملی و تعیین دانشگاه مجری جهت مدیریت، سازماندهی و برگزاری مسابقه کشوری، پیش بینی میزان اعتبار مورد نیاز و تعیین ردیف بودجه ای مرتبط، تعیین اعضای کمیته علمی و اجرایی در دانشگاه مجری، طراحی سوالات، اجرای مسابقه و ارزشیابی اجرای برنامه، اشاره کرد.
کلید واژگان: فارماکولوژی, بازی سازی, سیاستگذاریBackground and purposePharmacology is one of the core courses in the curriculum of medical sciences, and its instruction during the early stages of medical education equips students with the knowledge to use drugs effectively in clinical practice. Given that teaching and learning pharmacology are among the more challenging aspects of educational planning, this study aimed to introduce a novel idea to identify top talent in the field of medical pharmacology, stimulate scientific activity and motivation among medical students, and enhance their understanding of pharmacological concepts.
Materials and methodsThe study population consisted of medical sciences students (including medical, dental, and pharmacy students before entering the clinical stage, and for other fields of medical sciences, participants at any educational stage after completing the pharmacology course). The date and method for holding the competition were announced to various student groups through multiple channels, over a four-month period, starting in October 2022. The first phase of the program was implemented at Babol University of Medical Sciences, and in order to generalize and expand it as a nationwide competition, it was proposed at three levels: university, regional, and national.
ResultsSimilar to the current National Olympiads for medical sciences students, which serve as effective tools for identifying top talent in various medical fields, the implementation of national competitions in medical pharmacology can be considered one of the policy options to encourage and motivate students to better engage with this important field of medicine.
ConclusionPolicy Recommendations and Implementation Strategies: 1. National policy-making and selecting a university of medical sciences to manage, organize and execute the national competition, 2. Estimating the required budget and allocating the necessary funds accordingly, 3. Appointing scientific and executive committee members at the executing university, 4. Designing competition questions, 5. Executing the competition, 6. Evaluating the program's implementation.
Keywords: Pharmacology, Gamification, Policy Development -
مقدمه
تشخیص و انجام اقدام درمانی مراقبتی به هنگام در بیماری های ریوی، یکی از مهم ترین راه های حفظ حیات بیمار می باشد. لذا مطالعه کنونی با هدف بررسی تاثیر بازی وارسازی به روش آنلاین بر یادگیری بیماری های ریوی، صداهای ریوی و خودکارآمدی در دانشجویان پرستاری انجام شد.
مواد و روش هامطالعه حاضر، به صورت نیمه تجربی بر روی 68 دانشجوی پرستاری ترم ششم با روش نمونه گیری در دسترس و تخصیص تصادفی به گروه کنترل و مداخله، انجام شد. افراد گروه مداخله در طی سه جلسه به صورت هفتگی، بیماری ها و صداهای ریوی را به صورت آموزش در پلتفرم استوری لاین و انجام بازی وارسازی در نرم افزار کاهوت دریافت کرده و گروه کنترل نیز همان محتوا را در قالب روش سخنرانی توسط مدرس یکسان دریافت نمودند. پرسش نامه های اطلاعات جمعیت شناختی، سنجش یادگیری و خود کارآمدی قبل از مداخله و دو هفته پس از پایان مداخله تکمیل شده و داده ها، با استفاده آزمون های آماری توصیفی و استنباطی در نرم افزار SPSS نسخه 26 تحلیل شدند.
یافته های پژوهش:
قبل از انجام مداخله بین دو گروه تفاوت معنی داری مشاهده نگردید اما پس از مداخله، میانگین و انحراف معیار نمرات سنجش یادگیری در گروه مداخله نسبت به گروه کنترل و نیز نمرات خود کارآمدی در گروه مداخله نسبت به گروه کنترل تفاوت آماری معنی دار مشاهده گردید.
بحث و نتیجه گیریانجام بازی وارسازی به روش آنلاین سبب بهبود یادگیری بیماری های ریوی، صدا های ریوی و خود کارآمدی در دانشجویان پرستاری می گردد. پیشنهاد می شود از این روش برای یادگیری دروس عملی و نظری استفاده شود.
کلید واژگان: بازی وارسازی, آنلاین, بیماری های ریوی, صداهای ریوی, خود کارآمدیIntroductionDiagnosing and performing timely care treatment in lung diseases is one of the most important ways to save the patient's life. Therefore, the current study was conducted with the aim of investigating the effect of online gamification on learning lung diseases, lung sounds and self-efficacy in nursing students.
Materials & MethodsThe present study was conducted quasi-experimentally on 68 nursing students of the sixth semester with available sampling method and random assignment to control and intervention groups. During three weekly sessions, the participants of the intervention group received diseases and lung sounds in the form of training on the Storyline platform and gamification in the Kahoot software, and the control group received the same content in the form of lectures by the same lecturer. Questionnaires of demographic information, learning assessment and self-efficacy were completed before and two weeks after the end of the intervention and the data were analyzed using descriptive and inferential statistical tests in SPSS V.26.
ResultsBefore the intervention, no significant difference was observed between the two groups, but after the intervention, the mean and standard deviation of learning assessment scores in the intervention group compared to the control group and Also, the self-efficacy scores in the intervention group compared to the control group were statistically significantly different.
ConclusionPlaying online gamification improves the learning of diseases, lung sounds and self-efficacy in nursing students. It is suggested to use this method to learn practical and theoretical lessons.
Keywords: Gamification, Online, Lung Diseases, Lung Sounds, Self-Efficacy -
مقدمه
بازی وارسازی به معنای استفاده از عناصر طراحی بازی در زمینه های غیربازی مانند آموزش است. با گسترش سریع فناوری، به ویژه هوش مصنوعی با ارائه بازخورد بلادرنگ و شخصی سازی آموزش ها، بازی وارسازی در سال های اخیر نقش مهمی در ارتقای آموزش پزشکی ایفا کرده است. این روش با استفاده از انگیزش درونزاد و برونزاد، به بهبود فرآیند یادگیری کمک کرده و مهارت های شناختی و عملی دانشجویان علوم پزشکی را تقویت می کند.
روش بررسیاین مطالعه به صورت یکمرور حیطه ای انجام شده و به بررسی جامع نرم افزارها و وب سایت های بازی وارسازی مبتنی بر هوش مصنوعی در آموزش علوم پزشکی پرداخته است. داده ها از منابع مختلف علمی و پایگاه های داده مانند PubMed، Scopus، Google Scholar و سایر منابع معتبر جمع آوری شده اند. معیارهای ورود شامل مقالاتی است که به طور مستقیم به کاربردهای هوش مصنوعی و بازی وارسازی در آموزش علوم پزشکی پرداخته اند.
نتایجاز میان بیش از 3075 مقاله، 22 مقاله برای تحلیل انتخاب شد. 9 ابزار نرم افزاری و وب سایت مرتبط با بازی وارسازی و هوش مصنوعی در آموزش شناسایی شدند. این ابزارها با استفاده از عناصر بازی وارسازی و پشتیبانی از نظریه های یادگیری، به بهبود انگیزش و یادگیری فردی کمک می کنند.
نتیجه گیرینتایج نشان داد که بازی وارسازی مبتنی بر هوش مصنوعی می تواند نقش موثری در بهبود یادگیری و تقویت مهارت های شناختی و عملی دانشجویان علوم پزشکی داشته باشد. این ابزارها با ارائه بازخورد بلادرنگ و ایجاد محیط های یادگیری تعاملی، فرآیند یادگیری را جذاب تر نموده و نیاز به مطالعات بیشتری برای بررسی کاربردهای آن در زمینه های مختلف آموزشی وجود دارد.
کلید واژگان: هوش مصنوعی, بازی وارسازی, بازی وارسازی مبتنی بر هوش مصنوعی, نرم افزار و آموزش پزشکیIntroductionGamification, the application of game design elements in non-game contexts, has been revolutionized by the rapid advancement of technology, particularly artificial intelligence (AI). By providing real-time feedback and personalized learning experiences, AI-powered gamification has emerged as a pivotal tool in enhancing medical education. This approach leverages both intrinsic and extrinsic motivation to facilitate the learning process and bolster cognitive and practical skills among medical students.
MethodThis scoping review comprehensively examined software and websites that integrate AI and gamification elements in medical education. Data were sourced from diverse academic databases including PubMed, Scopus, Google Scholar, and other reputable repositories. Studies published between 2008 and 2024 were included if they directly addressed the application of AI and gamification in medical education.
ResultsAmong 3075 identified articles, 22 were selected for analysis. Nine software tools and websites incorporating gamification and AI in education were identified. These tools, underpinned by gamification elements and learning theories, foster enhanced motivation and individualized learning experiences.
ConclusionThe findings underscore the potential of AI-powered gamification to significantly improve learning outcomes and strengthen cognitive and practical skills among medical students. By providing immediate feedback and creating interactive learning environments, these tools render the learning process more engaging. Further research is warranted to explore their applications across diverse educational contexts
Keywords: Artificial Intelligence, Gamification, AI-Powered Gamification, Software, Medical Education -
Background
Game-based learning (GBL) and gamification have recently been applied in medical education. Both approaches utilize methods to teach specific skills or knowledge in a more motivating manner than traditional teaching.
ObjectivesThis study aimed to evaluate the impact of GBL and gamification in an emergency medicine (EM) residency training program by comparing education through e-learning with GBL and gamification.
MethodsWe randomly enrolled EM residents into two groups. Over the course of one educational year, one group of residents participated in a GBL and gamification course (10 designed GBL and gamification sessions), while the other group received e-learning materials (10 designed podcasts and videos). Traditional training programs continued as routine in both groups. After the intervention, we assessed learners' educational achievements (exam scores) in both groups. Additionally, EM residents' viewpoints (in the first group) on the innovative program were collected using the model for the evaluation of educational games (MEEGA). Finally, the short version of the postgraduate hospital educational environment measure (PHEEM) was administered to evaluate learners' general feedback (in the first group) about the new educational environment after the intervention.
ResultsGame-based learning and gamification significantly improved scores in written, oral, and electronic exams assessing knowledge, skills, clinical reasoning, and judgment among EM residents (P-value < 0.05). All MEEGA items under “Usability” and “Player Experience” had mean scores > 3 (indicating agree and totally agree) (median score = 3 - 4). All PHEEM items under “Teacher Support and Skills” and “Work Conditions and Allocated Time for Learning” also had mean scores > 3 (indicating agree and totally agree) (median score = 4).
ConclusionsGame-based learning and gamification enhanced EM residents’ knowledge, skills, clinical reasoning, and judgment. Learners largely agreed on the positive impact of the intervention on their residency training program.
Keywords: Game-Based Learning, Gamification, E-Learning, Emergency Medicine, Medical Education -
Journal of Research Development in Nursing and Midwifery, Volume:21 Issue: 2, Autumn-Winter 2024, PP 29 -32Background
The Pregnant Mother Game application is designed to enhance midwifery services, particularly for online antenatal classes. It is developed by experts in learning media and presented in a game format. The objectives of this research are to develop apps for antenatal classes and to assess how well these applications increase mothers' knowledge.
MethodsIt is a level 3 Research and Development, which is developing and refining products. The participants were selected using a purposive sampling technique. Limited trials of the application, which is downloadable on Android devices, were carried out with 10 first-time pregnant women in Cirebon City, Indonesia. Data collection tools included a questionnaire for experts and mothers. Data were analyzed using IBM SPSS Statistics 16, with univariate analysis employing a frequency distribution and bivariate analysis utilizing the Wilcoxon test. The significance level was set at 0.05, with a 95% confidence interval.
ResultsThe material experts’ qualifying test yielded a score of 85% (very decent), and the media members' score was 84.4% (very decent). There was a 50% increase in the mean knowledge value. The pretest score ranged between 10 and 25, while the posttest score ranged between 25 and 29. The use of the application was correlated with increased knowledge score, and the correlation coefficient was significant at 0.05.
ConclusionThe program can be used as an effective technology medium for conducting online classes for mothers. The mothers’ knowledge significantly improved after taking online classes with the application.
Keywords: Gamification, Prenatal Education, Mothers -
Introduction
Diagnosing and performing timely treatment for lung diseases is crucial for saving patients' lives. This study aims to investigate the effect of online gamification on nursing students' learning of lung diseases, lung sounds, and self-efficacy.
Material & MethodsThis semi-experimental study involved 68 sixth-semester nursing students, selected through convenient sampling and randomly allocated to control and intervention groups using dice throws. Over three weekly sessions, the intervention group received training on lung diseases and lung sounds via the Storyline platform and gamification through Kahoot, while the control group received the same content through lectures by the same instructor. Questionnaires assessing demographics, learning outcomes, and self-efficacy were administered before and two weeks after the intervention. Data were analyzed using Chi-square, independent t-tests, paired t-tests, and Kolmogorov-Smirnov tests in SPSS v.16, with a significance level of 0.05.
ResultsThe participants had a mean age of 22.73 ± 1.29 years, and 63% were male. There were no significant differences between the two groups in learning assessment and self-efficacy before the intervention (P=0.193 and P=0.167, respectively). After the intervention, the intervention group showed a statistically significant improvement in learning assessment scores (P=0.031, 16.55±2.57) compared to the control group (P=0.086, 9.11±1.01). Similarly, self-efficacy scores in the intervention group (P=0.023, 65.29±3.97) were significantly higher than in the control group (P=0.084, 48.18±5.36).
ConclusionOnline gamification significantly improves the learning of lung diseases, lung sounds, and self-efficacy in nursing students
Keywords: Gamification, Lung Diseases, Self-Efficacy, Nursing -
Journal of Advances in Medical Education & Professionalism, Volume:12 Issue: 3, Jul 2024, PP 189 -198IntroductionGamification is an innovative learning approach that, when combined with technology, aligns well with students’ preferences. Recognizing the necessity of employing effective educational methods in surgical team training, this study aims to examine the impact of gamification-based educational software on students’ learning and motivation in the surgical technology field.MethodsThis study was conducted as a quasi-experimental single-group pre-and post-test design in Iran in 2023. The study sample comprised 40 undergraduate students majoring in surgical technology, selected through a census method. The educational software is designed according to the nine principles of the model of Karl Kapp and Sharon Buller, using the mechanics, dynamics and aesthetics (MDA) framework. After implementation, the software’s impact on students’ learning and motivation was assessed. The students’ learning levels before and after using the educational software were evaluated using a multiple-choice test. To measure students’ motivation, a researcher-developed questionnaire was utilized. The Shapiro-Wilk test was used to check the normality of the distribution of the studied variables. Through SPSS version 26, descriptive statistics such as frequency, percentage, mean, and standard deviation were analyzed along with inferential statistics, including paired t-tests.ResultsAmong the participants, 55% were female, and the sample had a mean age of 22.30±0.99 years. A significant difference was observed between the mean learning scores before and after using the educational software (10.43±4.38 vs. 21±4.11, P<0.001). The motivation level of the students showed a significant increase.ConclusionBased on the results of this study, gamification-based software has led to improved learning and increased motivation among students in surgical technology.Keywords: Software Designs, Gamification, Learning, Motivation, Neurosurgery
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Journal of Advances in Medical Education & Professionalism, Volume:12 Issue: 3, Jul 2024, PP 199 -207IntroductionKnowing and interpreting the Electrocardiogram correctly and taking care based on it is one of the most important ways to save the patient’s life. Therefore, this study aimed toinvestigate the effect of online gamification on the ability to interpret Electrocardiograms and Self-Directed Learning in nursing students.MethodsThe present study was carried out quasi-experimentally on 44 nursing students (22 participants for each group) in the fifth semester in Ilam city in 2023 using a convenience sampling method by four permutations balanced block randomization to control and intervention groups. During four sessions in four weeks, the participants in the intervention group receivedElectrocardiogram interpretation as training on the Storyline platform and playing games in the Socrative software. The control group received the same content in the form of education from the same lecturer. ECG Interpretation Learning Test, Self-Directed Learning, Mini-Mental Status Examination, and demographic questionnaires were filled out before the intervention (pre-test).Then, Electrocardiogram Interpretation Learning Test and Self-Directed Learning questionnaires were completed two weeks after the end of the intervention (post-test), and the data were analyzed in the standard error of 0.05 using Shapiro-Wilk, independent t-test, paired t-test, chi-square, and multiple linear regression tests in SPSS V.16.ResultsThe mean and standard deviation of the participants’age was 21.35±1.02, and 59% of the samples were male. Before the intervention, no significant difference was observed between the two groups, but after the intervention, the mean and standard deviation of the ECG interpretation scores in the intervention group increased significantly (14.1±2.94) compared to the control group (8.8±1.36) (P=0.007). Also, Self-Directed Learning in the intervention group (168±10.42) compared to the control group (125±4.3) showed a statistically significant difference (P=0.003).ConclusionUsing online gamification as a new educational method in nursing students improves the ability to interpret Electrocardiograms and Self-Directed Learning. It is suggested that this method should be used to teach lessons that are more useful and important at the hospital.Keywords: Gamification, Electrocardiogram, Self-Directed Learning, Nursing
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Interdisciplinary Journal of Virtual Learning in Medical Sciences, Volume:15 Issue: 2, Jun 2024, PP 180 -191BackgroundGamification is an effective, dynamic, and engaging educational approach which makes the learning process more interactive for participants. This study aims to investigate the impact of gamification and the type of rewards on the learning outcomes of sixth-grade students in Karaj City in 2021.MethodsThis study employs a quasi-experimental pre-test and post-test design featuring two experimental groups and a control group. The statistical population includes all sixth-grade students in Karaj schools who were studying in November 2021. Eighty-four participants were selected using convenient sampling and then randomly (simple random) assigned to three groups. The first experimental group (n=32) was taught using gamification, which included an element of uncertainty in rewards, and the second experimental group (n=31) was taught with gamification, which included fixed rewards. Conversely, the control group (n=21) used e-learning without gamification. The data collection utilized a 20-item questionnaire developed as an expert-validated learning test with confirmed reliability. The collected data were analyzed using covariance analysis with IBM SPSS v 26. Descriptive statistics were used to report quantitative findings.ResultsThe Mean±SD scores for learning outcomes in experimental group 1 were 9.43±3.79 and 14.14±3.52 in the pre- and post-tests, respectively. In experimental group 2, the Mean±SD scores for learning outcomes were 9.85±3.01 and 13.65±3.11 in the pre- and the post-tests, respectively. In the control group, the Mean±SD scores for learning outcomes were 8.47±3.05 and 10.85±4.04 in the pre- and the post-tests, respectively. The results indicate that gamification significantly affects learning (P=0.003). Both gamification groups outperformed the control group in learning outcomes. Despite a higher mean score in the uncertain rewards group, there was no significant difference between the two experimental groups.ConclusionGamification, regardless of the reward type, seems to positively impact students’ learning. Therefore, educators and e-learning designers are encouraged to implement gamification strategies, including elements of uncertainty and chance, to enhance learning experiences in elementary schools.Keywords: E-Learning, Gamification, Learning, Reward
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Background & Objective
Regarding the urgent needs of students for an efficient teaching methodology, it is necessary to use self-directed and self-centered teaching methods that encourage the power of reasoning and judgment. This study aimed to investigate the effect of using the game-based Appendectomy Surgical Simulation software on the academic achievement of undergraduate operating room students in Khomein, Iran.
Materials & MethodsThis quasi-experimental study was conducted during the COVID-19 pandemic. Forty undergraduate operating room students who were in the second semester of the first year of the operating room undergraduate program participated in this quasi-experimental single-blind study. The participants were assigned randomly to the control and intervention groups after their consent was obtained. Following the use of the game-based Appendectomy Surgical Simulation software for the intervention group and lecture-based classes on a specific academic learning software for the control group, the data were collected using a researcher-made questionnaire concerning academic achievement, whose validity and reliability were approved. The data were then analyzed using descriptive and analytical tests in IBM SPSS (version 22) at a significance level of P<0.05.
ResultsThe average score of academic achievement was significantly higher in the intervention group (58.35±2.38) than in the control group (35.65±4.14) (P<0.05).
ConclusionUsing the game-based Appendectomy Surgical Simulation software has been effective in improving the academic achievement of students during the COVID-19 pandemic and afterward. Therefore, it can be used in academic and educational programs.
Keywords: academic achievement, COVID-19, gamification, medical education, operating room, simulation -
مهارت هایی نظیر مهارت های ارتباطی، حل مسئله، تفکر استراتژیک و سازگاری با زمینه های جدید، در قالبی تحت عنوان مهارت های نرم تعریف می گردند که به عنوان «مهارت های رفتاری» نیز شناخته می شوند. این نوع مهارت ها در دسته مهارت های غیر فنی (در مقابل مهارت های سخت) قرار می گیرند و برای موفقیت شخصی و حرفه ای افراد ضروری می باشند. با استفاده از یادگیری مبتنی بر بازی و استفاده از مکانیک های بازی می توان یادگیری این مهارت ها را جذاب تر و موثرتر نمود. بازی های جدی نقش کلیدی در توسعه مهارت های نرم (مانند حل مسئله، برنامه ریزی و تفکر تحلیلی) در دنیای فعالیت حرفه ای و کار دارند (1).
کلید واژگان: یادگبری مبتنی بر بازی, مهارت نرم, بازی وارسازی, آموزش پزشکیSkills such as communication skills, problem solving, strategic thinking and adapting to new contexts are defined under the title of soft skills, which are also known as "behavioral skills". These types of skills are included in the category of non-technical skills (as opposed to hard skills) and are necessary for personal and professional success. By using game-based learning and using game mechanics, learning these skills can be made more attractive and effective. Serious games play a key role in developing soft skills (such as problem solving, planning, and analytical thinking) in the world of professional activity and work (1).
Keywords: Game-based learning, soft skills, gamification, medical education -
مقدمه و هدف
سبک یادگیری دانشجویان در دنیای امروز تغییر یافته و نیازمند روش های آموزشی نوین می باشند. در شرایطی همانند شیوع ویروس کرونا استفاده از آموزش های مجازی همچون بازی وارسازی رونق پیدا کرد. بنابراین این مطالعه با هدف تعیین تاثیر محتوای تعاملی و بازی وارسازی بر میزان یادگیری و انگیزه دانشجویان در دوره تلفیقی کارآموزی مجازی پرستاری کودکان انجام شد.
روش کاراین مطالعه نیمه تجربی بر روی 49 نفر از دانشجویان ترم 6 پرستاری دانشگاه علوم پزشکی رفسنجان انجام شد. میزان یادگیری دانشجویان، قبل و 10 روز بعد از مداخله توسط پرسشنامه محقق ساخته و میزان انگیزش فقط در دوره بعد از مداخله توسط پرسشنامه استاندارد انگیزشی مواد آموزشی (IMMS) سنجیده شد. این واحد عملی 10 روز کارآموزی پرستاری کودکان (2) را شامل می شود. هر گروه به مدت 5 روز به صورت عملی در بخش اطفال و همزمان برای پوشش دهی سایر روز های کارآموزی، آموزش و تکالیف مجازی را دریافت کردند. داده ها با استفاده از نرم افزار SPSS نسخه 18 آنالیز شدند.
یافته هابراساس نتایج، بین میانگین نمره یادگیری دانشجویان قبل و بعد از اجرای بازی وار سازی اختلاف آماری معناداری وجود داشت و میانگین نمرات پس آزمون نسبت به پیش آزمون بیشتر بود (05/0>p). میانگین و انحراف معیار جمع مولفه های پرسشنامه استاندارد انگیزشی نیز بعد از مداخله 13±108 بود؛ که نشان دهنده حد متوسط انگیزش ایجاد شده توسط این مداخله می باشد.
نتیجه گیرینتایج پژوهش حاضر حاکی از تاثیر مثبت بازی وارسازی بر میزان انگیزش و یادگیری دانشجویان بود. لذا استفاده از این روش جهت تسهیل یادگیری دانشجویان توصیه می شود.
کلید واژگان: بازی وارسازی, یادگیری, انگیزش, دانشجویان پرستاری, کارآموزی کودکانIntroductionThe learning styles of students have changed in today's world and they need new teaching methods. In a situation like the spread of the Coronavirus, the use of virtual training such as gamification has flourished. Therefore, this study was conducted with the aim of investigating the effect of interactive content and gamification on the level of learning and students' motivation in the integrated course of pediatric nursing virtual internship.
Materials and MethodsThis semi-experimental study was conducted on 49 sixth-semester nursing students of Rafsanjan University of Medical Sciences. The level of students' learning was assessed using a researcher-made questionnaire before and 10 days after the intervention. The motivation level was measured after the intervention by the standard educational materials motivational questionnaire (IMMS). This practical unit encompassed a 10-day internship in pediatric nursing. Each group received practical training and virtual assignments for 5 days, which simultaneously covered other internship days, in the pediatric department . Data were analyzed using SPSS version 18 software.
ResultsBased on the results, there was a statistically significant difference between the students' average learning scores before and after the implementation of gamification. The average post-test scores were higher than the pre-test scores, with a significant difference (p < 0.05). The average scores and standard deviation of the sum of the standard motivational questionnaire components were108±13 after the intervention; which indicates a moderate level of motivation created by this intervention.
ConclusionThe results of the present study indicated the positive effect of gamification on students' motivation and learning. Therefore, it is recommended to use this method to facilitate students' learning.
Keywords: Gamification, Learning, Motivation, Nursing Students, Pediatric Course -
Background & Objective
The objectives of this study were to design, implement, and evaluate an educational game on the diagnosis and management of diabetes for pharmacy students.
Materials & MethodsEducational content for diabetes was prepared and used to design a multimedia file and game scenario. The game was validated and consisted of 25 stages of diagnosing and managing diabetes. Participants were 8th-semester pharmacy students who were divided into two groups. Groups A and B had 10-day access to the multimedia and game files, respectively. Pretest and post-test were held to evaluate students’ learning, and the final exam was used to assess retention. Moreover, user experience was evaluated by a modified and validated version of the Model for the Evaluation of Educational Games questionnaire.
ResultsA total of 154 students participated in the study. The mean ranks were 69.25 and 60.99 (P=0.808) in the pretest; 64.80 and 67.63 (P=0.551) in the post-test; and 67.44 and 62.19 (P=0.490) in the final exam for groups A and B, respectively. Ninety-nine participants completed the quality questionnaire of the study. The students confirmed the quality of the game in nearly all quality dimensions. About 80 percent of the game users preferred it over usual teaching methods.
ConclusionA high-quality educational game for diabetes was designed and implemented. Although the use of the game was not associated with increased learning or retention scores, pharmacy students preferred it over traditional teaching methods.
Keywords: Diabetes mellitus, Gamification, Pharmacy education -
Journal of Advances in Medical Education & Professionalism, Volume:11 Issue: 4, Oct 2023, PP 230 -239IntroductionGamification is the use of game design elements in non-game contexts. It is considered a student-centeredinstructional design to motivate student learning and academic behavior. In this study, the effects of gamification on learning statistics (hypothesis testing issue) and attitude toward statistics in comparison with the common e-learning approach were investigated. The students’ experience and critical elements of gamification on learning statistics were assessed, too.MethodsIn a before and after trial, in a census manner, 64 health faculty students of Guilan University of Medical Sciences, Rasht, Iran, non-randomly were assigned to the intervention (n=42) and control (n=22) groups. Learning activities were gamified in the intervention group, while the control group received traditional problem-solving in the learning management system. Narrative, avatar, level, point, progress bar, scoreboard, challenge and feedback elements were used in the game experience. The implementation of gamification was applied based on Landers’ theory of gamified content. Valid and reliable Persian version of the Survey Attitude toward Statistics questionnaire measuredthe students’ attitude before and after the intervention. The EGameFlow questionnaire and a valid and reliable researchermade exam measured the users’ experience of gamified content and learning hypothesis testing after the intervention. The independent samples T-test, analysis of covariance and the partial eta-squared effect size were calculated by SPSS software, version 26.ResultsCompared to the control group, the intervention group had a more positive attitude toward learning difficulty (moderate partial eta-squared 0.099), value and cognitive competency (weak partial eta-squared=0.01 and 0.05). Learning between the two groups was not different (P=0.522). There was a significant correlation between learning and the students’ perceived experience with feedback (r=0.583, P<0.001), concentration (r=0.509, P=0.005), and challenge (r=0.421, P=0.023) of the gamified content.ConclusionIt suggests using gamification on learning statistics while optimizing the design with more focus on the feedback, challenge and concentration elements.Keywords: Gamification, Learning, Attitude, Biostatistics, Students
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Background
Gamification is the process of game thinking and game mechanics to attract learners and solve problems. It is a unique growing phenomenon in education and training programs. Educational games, by application of game design and game elements in learning environments, motivate students to learn and improve the teaching and learning process. Herein, this scoping review presents an overview of the theoretical underpinnings of gamification that is crucial in understanding the theoretical pillar of successful educational games.
MethodsThis scoping review follows Arksey and O’Malley’s stages of scoping review. In this review, the gamification in medical education articles that implicitly or explicitly presented underpinning learning theories of gamification in medical education was retrieved. So, keywords such as gamification, learning theories, higher education, and medical education were searched in Scopus, PubMed, WEB OF SCIENCE, EMBASE, ERIC, and Cochrane Library from 1998 to March 2019.
ResultsThe search indicated 5416 articles which were narrowed down by title and abstract relatedness. 464 articles entered the second phase of the study and after reviewing their full text, finally, 10 articles which were explicitly and implicitly reported the underpinning learning theories remained.
ConclusionGamification is a strategy using game design techniques for non-game experiences for more effective learning and provides a more attractive environment for teaching and learning. Designing gamification based on learning theories (behavioral, cognitive, and constructivist), makes them more efficient, and the application of learning theories in designing gamification is recommended.
Keywords: Gamification, Learning Theories, Higher Education, Medical Education -
Background
HIV/AIDS-related stigma and discrimination are among the main barriers to controlling the HIV epidemic. Discriminatory behavior in healthcare settings deprives people of accessing high-quality health services.
MethodsThis study presents the design, development, and pilot study of a novel web-based application (“REDXIR”), which is designed based on behavioral and gamification principles and aims to eliminate HIV/AIDS-related discriminatory behavior among health professions students. REDXIR storyline is set in an imaginary world where the students' journey is like a 10-level game, in which each level consists of several missions with a certain amount of score. The participants have to accomplish the mission to reach the minimum amount of score to pass each level. Finally, each becomes an individual who has not only the knowledge but also the competency to educate and advocate appropriately in the field.
ResultsThe pilot was done in six medical sciences universities in Tehran, Iran. The feasibility of the instructional design, specifically gamification strategies in the field of HIV education, and the executive functions to run the program on a bigger scale were evaluated. In total, 241 students were included and performed 1952 missions. The program evaluation showed a mean satisfaction score of 4.16 (from 1, the lowest, to 5, the highest) and participants considered their learning practical and gamification method appropriate for HIV education.
ConclusionA meaningful gamification design for an online medical education program could be a suitable, functional, and applicable learning model to reduce HIV/AIDS stigma and discrimination among health professions students.
Keywords: HIV, AIDS, Stigma, Discrimination, Gamification, Education, Medical Education -
مقدمه
در روندهای آموزشی نوین، بازی و بازی گونه سازی یکی از اصلی ترین رویکردها در ایجاد فضاهای آموزشی جذاب است. آموزش مبتنی بر بازی همچنین روش فعال و مناسبی برای تغییرات رفتاری و عملکردی دانشجویان است. تحقیق حاضر ضمن مروری بر طراحی و اجرای کارگاه آموزش بازی گونه سازی، به ارزیابی تاثیر آن بریادگیری و رضایت شرکت کنندگان می پردازد.
روش هاتحقیق به شیوه نیمه تجربی تک گروهی پیش آزمون- پس آزمون بر روی شرکت کنندگان در کارگاه بازی گونه سازی آموزشی در سال 1400 انجام شد. جامعه آماری تحقیق 52 شرکت کننده مشتمل بر اعضای هیات علمی و دانشجویان علوم پزشکی در کارگاه کشوری بازی گونه سازی بود که با توجه حجم کم جامعه آماری، همه افراد به شیوه سرشماری، وارد تحقیق شدند و در نهایت 46 شرکت کننده پرسشنامه های هر دو مرحله پیش آزمون و پس آزمون را تکمیل کردند. کارگاه به شیوه الکترونیکی آنلاین هم زمان از طریق وبینار با پلتفورم ZOOM به مدت 6 ساعت و توسط دو مدرس به صورت سخنرانی کوتاه همراه با سوالات تعاملی و ارایه سناریو برگزار شد. ابزار تحقیق دو پرسشنامه بررسی دانش قبل و بعد، و بررسی رضایت شرکت کنندگان از کیفیت کارگاه بود. خط برش (Cut- off- Point) رضایت، 75 درصد معادل 4 از 5 در نظر گرفته شد و بازه نمره دانش از صفر تا 10 با خط برش 5 بود. داده ها با نرم افزارSPSS و آزمون های t تک نمونه ای، t زوجی و ANOVA تجزیه و تحلیل شدند.
یافته هانتایج نشان داد که مداخله آموزشی درحد معنی داری بر افزایش یادگیری (دانش) افراد موثر بوده است (P< 0.001, t=14.36). در بررسی نمره پس آزمون به تفکیک متغیرهای زمینه ای نتایج آزمون t مستقل تفاوت معنی داری را در مورد جنسیت (P = 0.134, t=1.56) و وضعیت علمی (P= 0.645, t = 1.01). نشان نداد. بین مقطع تحصیلی افراد با نمره پس آزمون ارتباط معنی داری مشاهده نشد (P= 0.871, F= 1.60). همچنین نتایج نشان داد که میانگین نمره رضایت در همه ابعاد بیش از خط برش (4) بوده است (P< 0.001). نظرات آزاد شرکت کنندگان بر ضرورت و کاربردی بودن آموزش بازی و بازی گونه سازی در تدریس و یادگیری تاکید داشت.
نتیجه گیریبه نظر می رسد توسعه مفاهیم کاربردی بازی و بازی گونه سازی برای مدرسین در ایجاد جذابیت بیشتر کلاس ها مفید خواهد بود. دراین باره لازم است دوره ها و برنامه های آموزشی توانمندسازی مفاهیم بازی و بازی گونه سازی و شیوه اجرای آن در محیط های آموزشی برای اعضای هیات علمی و دست اندرکاران آموزش ارایه گردد.
کلید واژگان: یادگیری الکترونیکی, بازی گونه سازی, آموزش, توانمندسازی اساتیدIntroductionIn modern educational approaches, game and gamification are one of the main approaches in creating attractive learning spaces. Game-based learning is also an active and appropriate method for behavioral and performance changes in students. This study reviews the design and implementation of a scenario- based gamification workshop and evaluates its impact on learning and participant satisfaction.
MethodsThis semi-experimental pretest-posttest study was conducted on participants in a scenario-based gamification workshop in early 2021. The study population consisted of 52 participants, including medical faculty members and students, who participated in a national gamification workshop. Due to the small sample size, all individuals were included in the study through a census method, and ultimately, 46 participants completed both pretest and posttest questionnaires. The workshop was held online simultaneously through a six- hour webinar using the ZOOM platform and was conducted by two instructors through short lectures, interactive questions, and presenting scenarios. The research tools were two questionnaires to assess pre- and post- knowledge and participants' satisfaction with the quality of the workshop. The satisfaction cut- off point was considered to be 75%, equivalent to 4 out of 5, and the knowledge score range was from 0 to 10, with a cut- off point of 5. The data were analyzed using one- sample t- test, paired t-test, and ANOVA through SPSS.
ResultsThe results showed that the instructional intervention was significantly effective in increasing participants' knowledge (P< 0.001, t=14.36). Independent t- test of the posttest score by demographic variables showed no significant difference in gender (P = 0.134, t=.56) and academic status (P= 0.645, t = 1.01). There was no significant relationship between participants' educational level and posttest score (P= 0.871, F= 1.60). The results of the satisfaction score showed that the satisfaction score for all dimensions was above the cut-off-point (4) (P< 0.001). Participants' free comments emphasized the necessity and usefulness of game-based learning and gamification in teaching and learning.
ConclusionIt seems that developing practical concepts of gamification and scenario- based gamification for teachers will be useful in creating more attractive classrooms. In this regard, it is necessary to provide empowerment courses and educational programs for faculty members and educational staff on gamification and its implementation in educational environments.
Keywords: E-Learning, Gamification, Education, Faculty development -
Interdisciplinary Journal of Virtual Learning in Medical Sciences, Volume:14 Issue: 3, 2023 Sep, PP 225 -237BackgroundGamified learning can make students more focused and can lead to learning at a deeper level. The aim of this study was to investigate the students’ perceptions of gamified web-based learning. In this study, we aimed to find out the students’ viewpoints about the dimensions of gamification acceptance and their correlation to each other.MethodsThis survey study was conducted in 2022 on 350 students of Public Health, Medicine, and Laboratory Science who had taken three courses in mental health, health psychology, and mental health and addiction, and were taught through gamified learning between late 2017 and 2021. The Game Acceptance Questionnaire was used in this study. The questionnaire consisted of 21 questions divided into seven components: Perceived ease of use, Perceived usefulness, Perceived enjoyment, Perceived control, Concentration, Attitude towards using, and Behavioral intention. Each component had three questions. The Likert scale was used in this questionnaire, with a range of 5 to 1, where 5 means strongly agree and 1 means strongly disagree. The cut-off point was 3. Content validity and face validity were examined by experts and students. The reliability of the instrument, as measured by Cronbach’s alpha, was 0.872. Data were analyzed using IBM SPSS Statistics V22.0.ResultsThe highest mean scores were related to attention to play (4.15±0.64), concentration during play (4.03±0.59), attitude towards playing as a good idea (4.025±0.65), ease of learning (3.99±0.70), and interesting gamification (3.96±0.74). Students’ perspectives did not differ significantly by the field of study. Differences in the acceptance of gamification components were significant by gender only in the field of enjoyment (P=0.02).ConclusionsThe use of gamification is an emerging technology in many countries, including developing countries, and useful and practical information about it can facilitate its expansion and proper use.Keywords: Gamified learning, Game acceptance, Gamification, Medical Students, Mental health course, Medical education
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تدوین و ارزیابی کاربردپذیری خودآموز آنلاین «آشنایی با نحوه نگارش پروپوزال» ویژه دانشجویان علوم پزشکیسابقه و هدف
باتوجه به اهمیت فراگیری مهارت نگارش پروپوزال برای دانشجویان، در این پژوهش نتایج طراحی یک ابزار کمک آموزشی مناسب برای آموزش پروپوزال نویسی به دانشجویان بر مبنای این الگو و ارزیابی کاربردپذیری آن ارایه می شود.
مواد و روش هااین مطالعه از نوع توسعه ای و طراحی ابزار است. چارچوب طراحی «خودآموز آنلاین باز ی وارشده مبتنی بر نظریه خود - تعیینی» مبنایی برای طراحی این خودآموز قرار گرفت. بعد از تدوین و ارزیابی محتوا و پرسش ها، خودآموز طراحی شد. با رعایت عناصر ساختاری، آموزشی و همچنین عناصر بازی معرفی شده در چارچوب، خودآموز آنلاین طراحی شد. در گام آخر کاربردپذیری خودآموز از منظر 10 دانشجوی کارشناسی ارشد دانشگاه علوم پزشکی کاشان مورد ارزیابی قرار گرفت.
یافته هانتایج آزمون کاربردپذیری و بازخوردهای دانشجویان حاکی از مناسب بودن ساختار و محتوای خودآموز برای دانشجویان است. برخی از اشکالات ساختاری و محتوایی خودآموز هم مطابق نظر آن ها اصلاح گردید. از جمله نکات مثبت خودآموز از منظر دانشجویان می توان به ارایه محتوا در قالب فیلم های کوتاه، امکان مشاهده مجدد، امکان استفاده بدون محدودیت زمانی و مکانی، استفاده از مثال، تکالیف عملی، مرحله ای بودن، سیستم ناوبری خوب، ارتباط با مدیر خودآموز، سیستم امتیازدهی مناسب و در نهایت سرگرم کننده بودن، رقابتی بودن و انگیزه بخش بودن خودآموز اشاره کرد.
نتیجه گیرینتایج آزمون کاربردپذیری و بازخوردهای دریافتی از دانشجویان حاکی از این است که خودآموز طراحی شده می تواند به عنوان یک ابزار کمک آموزشی مناسب برای دانشجویان علوم پزشکی مورداستفاده قرار گیرد.
کلید واژگان: خودآموز, آموزش آنلاین, کاربردپذیری, بازی وارسازیBackground and ObjectiveConsidering the importance of learning how to write a proposal for students, this study was performed to develop an online tutorial for “How to write a Proposal” for students and to evaluate its usability.
MethodsThis study is a developmental research and tool design. “Gamified Online Tutorial based on Self-Determination Theory (GOT-STD) Framework" became the basis for designing the online tutorial "How to Write a Proposal". After compiling and evaluating the content and questions, the online tutorial was designed by observing the structural, educational, and game elements introduced in the GOT-STD framework. In the last step, the usability of the tutorial was evaluated from the perspective of 10 master's students of Kashan University of Medical Sciences.
FindingsThe usability evaluation results and the students' feedback indicate that the tutorial structure and content are suitable for the students. Some of the structural and content problems of the tutorial were also corrected. Among the positive points of tutorial from the perspective of students are the presentation of content in the form of short films, the possibility of re-reading, the possibility of using without time and place restrictions, the use of examples, practical assignments, step-by-step, good navigation system, communication With the tutorial manager, the appropriate scoring system, and finally, he pointed out that tutorial is fun, competitive and motivating.
ConclusionThe usability evaluation results and the students' feedback indicate that the designed tutorial can be used as a suitable educational aid tool for medical students.
Keywords: Interactive Tutorial, User-Centered Design, Online Education, Gamification -
Background
Many educators have developed an interest in an emerging new concept called entertainment education (edutainment). Edutainment is a kind of tool that, in this age of technology, can be easily incorporated into education.
ObjectivesThis study aimed to use edutainment for teaching orthodontic lateral cephalometric and dental cast analysis as well as to evaluate the dental students’ attitudes towards it.
MethodsIn this cross-sectional study, the multimedia-enhanced with edutainment was designed using Articulate Storyline version 3.5. To evaluate the students’ attitudes, 52 ninth-semester dental students doing their second semester in 2019 - 2020 were included in the study. Then they were asked to complete a standard questionnaire with a 7-point Likert scale from strongly disagree to strongly agree and including 26 items in eight domains of perceived self-efficacy, perceived satisfaction, understanding usefulness, behavioral concept, e-learning system quality, interactive learning activities, e-learning effectiveness, and multimedia instructions. Data were analyzed and expressed using independent sample t-test, one-way ANOVA, and descriptive statistics.
ResultsThe majority of the students had positive attitudes towards the areas of perceived self-efficacy (83.3%), perceived satisfaction (90.4%), perceived usefulness (96.8%), behavioral intention (91.7%), e-learning system quality (75%), interactive learning activities (73.1%), e-learning effectiveness (88.5%), and multimedia education (85.3%).
ConclusionsIn sum, the students’ attitudes towards learning were positively and significantly influenced by the designed educational multimedia enhanced with edutainments to teach lateral cephalometric analysis in orthodontics. It was found that the application of edutainment as an educational tool together with traditional training may have been an effective method for teaching and, therefore, it was recommended that edutainment should be used as an alternative to traditional methods during crises such as the COVID-19 pandemic.
Keywords: Orthodontics, Education, Multimedia, Gamification
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