Development of gamification as addiction education and examining its effects on students’ motivation and enjoyment

IF 0.8 Q3 MEDICINE, GENERAL & INTERNAL Bangladesh Journal of Medical Science Pub Date : 2023-06-16 DOI:10.3329/bjms.v22i3.65325
L. Mosalanejad, Erfan Mansouri
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引用次数: 1

Abstract

Introduction Addiction is a “social disease” which has physical and mental effects. Having adequate knowledge and information about addiction is the best way to prevent it in the community. The current study aims to focus on developing gamification as addiction education and examining its effects on students’ motivation and enjoyment. Methods: This is guise experiment for gamification development and assess educational intervention. Educational and technical standards have been considered for the development of gamification. In technical standards, it is congruent with the app-making technology based on dynamism, mechanisms and dynamic gamification. This game is available on www.addiplay.ir website through Microsoft Aps net core technology. Educational intervention implied on two groups of medical students and Public Health students and learning indicators assessed through intervention. Results; The findings of this study on two groups of students showed that, the game can influence on students’ enjoyment and consent. In addition, the game had a high average in increasing learners’ ability and students satisfaction. One of the limitations of gamification has been its dependence on each learner’s ability. Conclusion: The results showed that new teaching and learning methods such as gamification in addiction lessons in a mixed and complimentary way can fulfill the educational goals instead of written handbooks or traditional classes and makes learning possible in a motivated and entertaining environment. Bangladesh Journal of Medical Science Vol. 22 No. 03 July’23 Page : 564-572
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游戏化成瘾教育的发展及其对学生动机和享受的影响
成瘾是一种对身心都有影响的“社会疾病”。对成瘾有足够的了解和信息是在社区中预防成瘾的最好方法。目前的研究旨在将游戏化发展为成瘾教育,并研究其对学生动机和享受的影响。方法:对游戏化发展进行伪装实验,评估教育干预。教育和技术标准已经被考虑到游戏化的发展。在技术标准上,它与基于动态性、机制性和动态游戏化的app制作技术是一致的。本游戏通过微软Aps网核心技术在www.addiplay.ir网站上发布。两组医学生和公共卫生专业学生隐含的教育干预以及通过干预评估的学习指标。本研究对两组学生的研究结果表明,游戏可以影响学生的享受和同意。此外,该游戏在提高学习者能力和学生满意度方面具有较高的平均水平。游戏化的局限性之一是它依赖于每个学习者的能力。结论:在成瘾课程中引入游戏化等新的教学方法,以混合和互补的方式代替书面手册或传统课堂,可以实现教育目标,使学习成为可能,在一个积极和有趣的环境中。《孟加拉国医学科学杂志》第22卷第23年7月3日第564-572页
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
Bangladesh Journal of Medical Science
Bangladesh Journal of Medical Science MEDICINE, GENERAL & INTERNAL-
CiteScore
1.70
自引率
55.60%
发文量
139
审稿时长
24 weeks
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