Personalized Medical Terminology Learning Game: Guess the Term.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-04-01 Epub Date: 2023-09-12 DOI:10.1089/g4h.2023.0054
Mei-Hua Hsu, Yen-Hsiu Chen
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引用次数: 0

Abstract

Objective: Wordbot, a chatbot designed for gamified education, transforms the process of memorizing complex medical terminology into an engaging and enjoyable activity for medical students. Taking inspiration from the "guessing words" game, Wordbot aims to improve medical students' learning outcomes by making the vocabulary memorization process more memorable. Materials and Methods: Wordbot, which can be implemented on the LINE platform, was created for this research, specifically to improve medical terminology learning. Wordbot incorporated mobile devices and personal computer-compatible flashcard games with features such as user ranking and personalization to enhance motivation and optimize learning outcomes. In the experimental research setting, half of a total of 48 nursing students were randomly assigned to use Wordbot for 4 months, and the other half were assigned to a control group relying on self-study without the help of Wordbot. Both groups received pretest and post-test to assess their respective learning of medical terminology. In this study, a statistical t-test was used to analyze the results between the two groups. In addition, user usability testing was conducted to evaluate the usability of Wordbot and gather feedback on user experience. Results: The results of this study have demonstrated that Wordbot is effective in facilitating students learning of medical terminology. Students experienced a significant improvement in their knowledge of medical terminology. An average user usability test score of 83.25 indicated that users' satisfaction with Wordbot is high. Conclusion: Incorporating gamification and personalization elements in Wordbot can significantly improve the overall enjoyment of the learning process. By participating in diverse interactive activities, users can effectively enhance their proficiency in spelling, recognition, and speaking. Wordbot utilizes sophisticated algorithms to generate customized questions based on identified mistakes, which facilitate error identification and correction. The robust findings of this study overwhelmingly support Wordbot's role as a convenient and easily accessible tool for learning medical terminology. The study was conducted according to the guidelines of the Declaration of Helsinki and approved by the Institutional Review Board of Chang Gung Medical Foundation (Protocol code: 202201586B0, date of approval: 8 November 2022). We obtained informed consent from all of our study participants regarding their willingness to participate in this study.

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个性化医学术语学习游戏:猜术语。
目的Wordbot是一款为游戏化教育而设计的聊天机器人,它将记忆复杂医学术语的过程转变为一项让医学生参与其中并乐在其中的活动。Wordbot 从 "猜词 "游戏中汲取灵感,旨在通过让记忆词汇的过程更令人难忘来提高医学生的学习效果。材料与方法:Wordbot可在LINE平台上实现,专为本研究而设计,旨在提高医学术语的学习效果。Wordbot结合了移动设备和个人电脑兼容的闪卡游戏,具有用户排名和个性化等功能,以提高学习动力和优化学习效果。在实验研究环境中,48 名护理专业学生中的一半被随机分配到使用 Wordbot 的小组,为期 4 个月;另一半被分配到对照组,在没有 Wordbot 帮助的情况下依靠自学。两组学生都接受了前测和后测,以评估各自对医学术语的学习情况。本研究采用 t 检验来分析两组之间的结果。此外,还进行了用户可用性测试,以评估 Wordbot 的可用性并收集用户体验反馈。结果研究结果表明,Wordbot 能有效促进学生学习医学术语。学生们的医学术语知识有了明显的提高。用户可用性测试平均得分为 83.25 分,表明用户对 Wordbot 的满意度很高。结论在 Wordbot 中融入游戏化和个性化元素可以显著提高学习过程的整体乐趣。通过参与多样化的互动活动,用户可以有效提高拼写、识别和口语水平。Wordbot 利用先进的算法,根据识别出的错误生成定制问题,从而促进错误识别和纠正。本研究的可靠结果有力地支持了 Wordbot 作为便捷的医学术语学习工具的作用。本研究根据《赫尔辛基宣言》的指导方针进行,并获得了长庚医学基金会机构审查委员会的批准(协议代码:202201586B0,批准日期:2022 年 11 月 8 日)。我们获得了所有研究参与者的知情同意书,表明他们愿意参与本研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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