Can Bloom's Higher Order Thinking skills be achieved by Gamified Learning through Social Networking Site (SNS) like Facebook?

IxD&A Pub Date : 2022-08-20 DOI:10.55612/s-5002-053-007
Amuthageetha Nagarajan, Arkendu Sen
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Abstract

Medical students commonly may resort to rote learning of complex medical topics such as neuroanatomy, primarily if they disengage and work in silos. Providing students with engaging and interactive content, especially of Higher Order Thinking Skills (HOTS) of Blooms, to understand such complex topics and simultaneously providing an opportunity for collaborative learning can be beneficial. This can allow authentic learning towards competency to handle complex medical issues. To address this, the present study developed a novel social network site using three key aspects: An integrated curriculum delivery approach with the integration of games to stimulate creativity (Gamified content), real-life medical scenarios (authentic Case-based learning), and the provision of a social networking platform (Facebook) to voice ‘students’ thoughts through simple, group brainstorming in an informal learning space (social media). Innovatively ‘Bloom’s taxonomy is used to create gamified quizzes of increasing difficulty levels and HOTS levels. We identify’ students’ engagement and learning effectiveness of social networking and gamified learning by medical students over traditional learning management systems. The Lecturers’ feedback also evaluates how well the learning outcomes are planned to be achieved through the learning designs of such games. We found that this learning design combining SNS with games at various levels enhanced the learning processes.
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布鲁姆的高阶思维技能能否通过Facebook等社交网站的游戏化学习实现?
医科学生通常会死记硬背复杂的医学课题,比如神经解剖学,主要是在他们脱离课堂,各自为政的情况下。为学生提供有吸引力和互动性的内容,特别是bloom的高阶思维技能(HOTS),以理解这些复杂的主题,同时提供合作学习的机会是有益的。这可以让真正的学习能力来处理复杂的医疗问题。为了解决这个问题,本研究利用三个关键方面开发了一个新的社交网站:一种整合游戏的综合课程交付方法,以激发创造力(游戏化内容),现实生活中的医疗场景(真实的基于案例的学习),以及提供一个社交网络平台(Facebook),通过在非正式学习空间(社交媒体)进行简单的集体头脑风暴来表达“学生的想法”。布鲁姆的分类法被创造性地用于创造游戏化的难度等级和HOTS等级的测验。与传统的学习管理系统相比,我们确定了医学生在社交网络和游戏化学习中的“学生参与度和学习效率”。讲师的反馈还评估了通过此类游戏的学习设计计划实现学习成果的程度。我们发现这种将SNS与不同层次的游戏相结合的学习设计能够促进学习过程。
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