Development of Gamification Design on Heart Anatomy Learning Media

Zahra'ul Athiyah, A. E. Permanasari, S. Wibirama
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Abstract

Cadaver as a learning media for manual anatomy is very important for students because it is believed to give a different impression from learning with other media. However, we still need learning support media considering the limitations of the use of corpses. It is necessary to have the role of digital media that students can use wherever they are without reducing the value or content of the material they usually learn manually. The author proposes a learning model with a mobile app-based gamification approach that can attract user's attention, increase learning motivation, and increase student interaction in the learning process. We build a Heart mobile application that is equipped with materials and quizzes. This paper presents the gamification design for the Heart application using a tetrad approach. The anatomy learning media uses 3D visualization and Augmented Reality, and the design of the learning flow uses the gamification method. The Heart program offers a simple and fun learning path. The System Usability Scale (SUS) results show a score of 72.25 and are included in the Good Usability category. Finally, gamification strategies are expected to improve users' efficacy and learning outcomes.
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心脏解剖学习媒体游戏化设计的发展
尸体作为手工解剖的学习媒介对学生来说是非常重要的,因为它被认为是与其他媒介学习不同的印象。然而,考虑到尸体使用的局限性,我们仍然需要学习支持媒体。有必要发挥数字媒体的作用,使学生无论在哪里都可以使用,而不会降低他们通常手工学习的材料的价值或内容。作者提出了一种基于移动应用的游戏化学习模式,可以吸引用户的注意力,增加学习动机,增加学生在学习过程中的交互性。我们建立了一个心脏移动应用程序,配备了材料和测验。本文介绍了使用四分体方法的心脏应用程序的游戏化设计。解剖学习媒体采用三维可视化和增强现实技术,学习流程设计采用游戏化方法。心脏计划提供了一个简单而有趣的学习途径。系统可用性量表(SUS)的结果显示72.25分,并包括在良好的可用性类别。最后,游戏化策略有望提高用户的效能和学习成果。
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