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عضویت

جستجوی مقالات مرتبط با کلیدواژه « Gamification » در نشریات گروه « پزشکی »

  • Fatemeh Najafi, Mosayeb Mozafari, Masoumeh Shohani, Maryam Pakseresht, Fakhredin Taghinezhad, Reza Pakzad, Amirreza Bazhdan, Alireza Vasiee*
    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 & Methods

    This 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.

    Results

    The 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).

    Conclusion

     Online gamification significantly improves the learning of lung diseases, lung sounds, and self-efficacy in nursing students

    Keywords: Gamification, Lung Diseases, Self-Efficacy, Nursing}
  • HAMID TAGHINEJAD, MOSAYEB MOZAFARI, AMIRREZA BAZHDAN, ALIREZA VASIEE *
    Introduction
    Knowing 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.
    Methods
    The 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.
    Results
    The 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).
    Conclusion
    Using 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}
  • SEDIGHEH HANNANI, MAHDIEH SALEHI *, FARDIN AMIRI, NEMAM ALI AZADI
    Introduction
    Gamification 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.
    Methods
    This 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.
    Results
    Among 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.
    Conclusion
    Based 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}
  • Saber Ghanbari, Yousef Mahdavinasab *, Nasrin Mohammadhasani, Sayed Abdollah Ghasemtabar
    Background
    Gamification 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.
    Methods
    This 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.
    Results
    The 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.
    Conclusion
    Gamification, 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}
  • حمید یزدانی نژاد*، علی ریحانیان

    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 پزشکی}
    Hamid Yazdaninejad*, Ali Reyhanian

    Skills 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}
  • Sara Bagheri, Senthilkumar Jagatheesan, Mahdi Ghanati, Amin Sedigh*
    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 & Methods

    This 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.

    Results

    The 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).

    Conclusion

    Using 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}
  • Sholeh Ebrahimpour, Eisa Rezaei, Soha Namazi, Mehdi Mohammadi*
    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 & Methods

    Educational 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.

    Results

    A 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.

    Conclusion

    A 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}
  • MEHRNOOSH KHOSHNOODIFAR, ASIEH ASHOURI *, MAHDOKHT TAHERI
    Introduction
    Gamification 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.
    Methods
    In 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.
    Results
    Compared 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.
    Conclusion
    It 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}
  • Shoaleh Bigdeli, Zohreh Hosseinzadeh*, Afsaneh Dehnad, Zohreh Sohrabi, Maryam Aalaa, Fariba Haghani, Rasha Atlasi
    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.  

    Methods

    This 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.  

    Results

    The 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.  

    Conclusion

    Gamification 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}
  • Fardad Doroudi, Helia Ashourizadeh, Sara Moosapour, Ali Ganjizadeh, Alireza Ranjbar Shourabi, Aidin Parnia, Fereshteh Kazemipour, Minoo Mohraz, Zahra Bayat Jozani
    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.

    Methods

     This 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.

    Results

     The 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.

    Conclusion

     A 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}
  • Leili Mosalanejad, Mehdi Dastpak, Zahra Karimian *
    Background
    Gamified 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.
    Methods
    This 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. 
    Results
    The 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).
    Conclusions
    The 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}
  • زهرا کریمیان، لیلی مصلی نژاد، نورالهدی فخرزاد، مریم فخرزاد*
    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 ها

    تحقیق 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 ها

    نتایج 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 گیری

    به 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 اساتید}
    Z. Karimian, L .Mosallanezhad, N .Fakhrzad, M .Fakhrzad*
    Introduction

    In 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.

    Methods

    This 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.

    Results

    The 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.

    Conclusion

    It 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}
  • زهرا بتولی*
    سابقه 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 ها

    این 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 ها

    نتایج 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 گیری

    نتایج 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 وارسازی}
    Zahra Batooli*
    Background and Objective

    Considering 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.

    Methods

    This 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.

    Findings

    The 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.  

    Conclusion

    The 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}
  • Nakisa Rahmani, Faezeh Davoodabadi, Robab Noormohammadi, Farzaneh Karamitanha, Azin Nourian *
    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.

    Objectives

     This 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.

    Methods

     In 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.

    Results

     The 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%).

    Conclusions

     In 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}
  • Sanna Luokkamäki *, Marja Härkänen, Susanna Saano, Kukka-Maaria Kokkonen, Katri Vehviläinen-Julkunen
    Background

     Health professionals should receive lifelong education to maintain competency in medication administration and ensure safe medical practice. Game-based education is one way to enhance and ensure health professionals’ medication competency.

    Objectives

     This study aimed to describe registered nurses’ experiences of the Imagine 3D game and their views of the effectiveness of this game-based education program in improving their medication competency.

    Methods

     This qualitative interview study included eight registered nurses who completed an education program based on the 3D game Imagine, which aims to strengthen medication administration competency. Data were collected via semi-structured interviews between March and April 2019 and analyzed using content analysis.

    Results

     Three themes were extracted from the study with the following concepts: (1) experiences of playing; (2) the usability of the game in verifying nurses’ medication competency; and (3) the game’s effectiveness in fostering registered nurses’ medical competency. On analyzing the nurses’ personal experiences, the game-based education program was valuable in training nurses to enhance their medication administration competency. Participants reported that the game was comfortable to play and useful in repeated medication administration tasks, and it increased their self-reflection and even changed their actions based on learning. The nurses reported that the game was most beneficial to nursing students and recent graduates and was used especially during the introductory period. Moreover, based on the interviews, the game was also useful in continuing education; therefore, it should be applied in all healthcare professionals’ training.

    Conclusions

     This study shows that a 3D computer game can be useful for nurses to foster their knowledge and expertise in medication administration tasks.

    Keywords: Nurses, Clinical Competence, Interview, Gamification}
  • Sara Hanaei *
    Objectives

    Proper knowledge transfer to medical students would be highly important in training future generation of physicians and scientists. the current pilot study was designed to determine a model of gamification would be efficient in education of primary immunodeficiency diseases (PIDs) in medical students.

    Results

    15 PIDs were selected among the most common PIDs, and were described as an infographic case-problem. The cases were distributed among the students via emails and social media. Generally, we received 125 answers (102 correct and 23 incorrect). For each correct answer, the student was rewarded with a grant. In case of an incorrect answer, the student was encouraged to continue efforts on providing the most accurate answer. The immediate feed-backs encouraged some students to more precisely seek for the correct answer. The pattern of received answers, could provide a clue for the trainer regarding which PIDs have been more commonly learnt and established in minds, and which ones may need more practice and explanation in classes. It is proposed that not only such methods would make the teaching-learning process more exciting, but also, they may lead to more permanent establishment of an educational concept in the students’ minds.

    Keywords: Primary Immunodeficiency Disease, Medical Education, Gamification, PID}
  • Maryam Zavarmousavi, Fatemeh Eslamdoust-Siahestalkhi, Alireza Feizkhah, Mohammadreza Mobayen, Seyed Armin Fazeli Masouleh, Mahshid Badrikoohi, Parissa Bagheri *

    Some non-pharmacological techniques have been shown to effectively reduce pain, including cognitive-behavioral therapy, hypnosis, relaxation techniques, and interaction through television, music, and storytelling. Recently, new advanced technologies such as virtual reality immersion therapy (VRIT) and simulation for therapy (SFT) have been used in post-burn rehabilitation. Immersive VR is a cognitive–behavioral technique based on distraction used for treating physical and psychological pain. A comprehensive evaluation of nine clinical trials demonstrated that VR technology combined with pharmaceutical analgesics was significantly more effective in reducing pain and anxiety in burn patients. On the other hand, to improve therapeutic effectiveness in rehabilitation settings such as post-burn conditions, the combined use of related methods such as interactive game consoles (IGC) is increasingly used. IGCs are more favored for use in burn rehabilitation because they are less cumbersome than other forms of VR. Virtual reality games can provide practical and attractive therapy that allows the child to amuse by artificial scenes that appear and feel similar to real-world scenes.In general, it can be said that new technological developments, such as interactive virtual reality, gamification, powerful computers, and portable tablets, and their universal popularity, now offer the chance to integrate knowledge from clinical practice, neuroscience knowledge, and design ideas. In addition, the wide range of virtual communication options and computer games provide physicians to choose appropriate tools that help in treatment. This perspective aims to explain the potential of game design principles to generate more motivation and content for therapy integrated with the proper technological context, like virtual reality.

    Keywords: Burns, Gamification, Virtual Reality}
  • Anurag Yadav *, Ravi Mala, Ramlinga Reddy, D Padmasree, L G Nandakumar, Golla Anmol Manaswini Yadav
    Background

    In order to improve student’s learning skill, digital instructional approaches such as gamification are used in routine practice. We aimed to obtain systematic experience on the feasibility of Kahoot app, when utilized in addition to traditional classroom education for students as Teaching-Learning-Assessment tool.

    Method

    This prospective study conducted at department of biochemistry, MNR Medical College & Hospital, Sangareddy India during the year Jan to Feb 2020. The students included were of phase I medical students, dental students and physiotherapy students. The students were taught with four different topics and after completion groups were switched. Before switching groups, they were given with the multiple choice questions of two topics. The MCQ test was of total 50 marks. The satisfaction survey in Google form was collected.

    Results

    Among 344 students, 221 (64.2%) were medical students, 79 (23%) were Dental and 44 (12.8%) were physiotherapy 1st yr students. There was significant higher mean test scores in group A compared to group B and group D from group C. Students strongly agreed that Kahoot help to retain the knowledge (60.5%), simplifies complex subject (41.9%), learning was fun (74.4%), enhance the understanding of subjects (53.5%), and 90.7% responded they want the Kahoot based learning frequently.

    Conclusion

    The study showed the utility of game based learning apps like Kahoot use in competency based medical education as real-time TLA assessment tool is beneficial. Improvement in the learning ability and simplifying the complex subjects was the perception of the students.

    Keywords: Medical education, Medical Graduate, Gamification, Real-Time Reflection}
  • MOHADESEH ZOHARI, NEDA KARIM, SHIVA MALGARD, MARYAM AALAA, SHADI ASADZANDI *, SHARAREH BORHANI
    Introduction
    Game in education aims to enhance human motivation and performance in a given activity. Gamificationexperts and health researchers are still unsure about the status of progress of game for health. So, to fill in this gap, the present study aimed to analyze scientific productions to identify production trends, subject areas, countries, institutes, and authors in these three areas on gamification, game-based learning, and serious games in medical education, as well as to determine coauthorship patterns.
    Methods
    The present descriptive quantitative research was conducted through scientometric analysis by using co-authorship networks in gamification, game-based learning, and serious games. First, an advanced search was performed from 1990 to 2020 and the studies were retrieved from Web of sciences, on Aug 17, 2021 The plain text format of data was inputted to Microsoft Excel, CiteSpace and Gephi to analyze scientometric maps for the three domains. Subsequently, the required indicators to review co-authorship networks were obtained: Degree centrality, Betweenness centrality, Closeness centrality, Density, Clustering coefficient, collaboration index and collaboration coefficient.
    Results
    There were 466 documents in gamification, 155 documents in game-based learning, and 295 documents in serious games. The results indicated the rising trend of scientific publications on the three domains. US was a prolific country in all three domains. Author collaboration has remarkably increased, although the number of single-author  articles is still high.
    Conclusion
    Due to the increasing growth of publications on these three domains, research can be continued by forming specialized groups and supporting joint publications. Also, research policymakers should promote author collaborations on the national and international scale.
    Keywords: Gamification, Game-based learning, Medical education}
  • JANARTHANI LOHITHARAJAH, PUNITHALINGAM YOUHASAN *
    Introduction
    Gamification of learning is a novel pedagogical approach in education, and Kahoot is one of the game-based learning platforms widely used for formative assessments in realtime. This study aimed to explore the medical students’ perception of using Kahoot in remote learning.
    Methods
    The mixed-method study was carried out among 72 medical students (in third-year) at Eastern University, Sri Lanka, following a formative assessment on immunology conducted via zoom video conferencing and Kahoot. The students’ perception was collected through a google form, which consisted of 13 statements with a 5-point Likert scale and an open-ended question. Descriptive statistics and Mann-Whitney test were computed using SPSS ver. 25. A content analysis was employed to interpret the qualitative statements.
    Results
    The participants’ age ranges from 23-28 years with male-female ratio of 1:1.57. The majority of the students felthappy (73.6%) while playing Kahoot remotely and recommended it (84.7%) for formative assessment in future. The participants agreed that Kahoot increased the focus, understanding of the subject, helped retain knowledge, motivated them to learn, provided fun during learning, and kept them active throughout. The majority of the participants agreed that Kahoot was an effective tool for distance learning. Internet connectivity and switching between two applications were identified as difficulties while playing remote mode Kahoot quizzes.
    Conclusion
    The online gaming platform Kahoot has a positive impact on learning immunology. Kahoot maintains its fun and enjoyable nature and motivates students to learn during remote teaching of immunology.
    Keywords: Gamification, online learning, Formative feedback, Immunology, Medical education}
نکته
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