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The Serious Game and Integrated Simulator for Cardiopulmonary Resuscitation Training in Nursing Students 护生心肺复苏训练的严肃游戏与综合模拟机
IF 2 Q1 Social Sciences Pub Date : 2022-02-28 DOI: 10.1177/10468781211073162
Ayla Demirtaş, T. Basak, Gul Sahin, Murat Sonkaya
Background Nurses are often the first health professional who identify cardiopulmonary arrests in hospital settings; therefore, they require proficient cardiopulmonary resuscitation skills. Aim The purpose of this study was to evaluate game-based cardiopulmonary resuscitation training for first-year nursing students in terms of students’ knowledge levels, performance, satisfaction, and confidence. Methods This study was conducted following a quasi-experimental design. A total of 104 students were randomly assigned to two study groups. A Serious Game & Integrated Real-Time Audiovisual Feedback Simulator was utilized in the cardiopulmonary resuscitation training of the intervention group. For the control group, only a real-time audiovisual feedback simulator was used. Results There was an increase of approximately 30 points between the pre-test and post-test scores for knowledge in both groups. In regard to performance scores, there were no statistically significant differences between the groups in regard to overall scores, compression depth, and compression frequency were similar at post-test and re-test (p>0.05). The difference between groups was not statistically significant for satisfaction and self-confidence statistically (p>0.05). Conclusion The integration of a serious game into a real-time audiovisual feedback simulator does not provide significant advantages over the use of only a real-time audiovisual feedback simulator in terms of cardiopulmonary resuscitation knowledge and performance.
在医院环境中,护士通常是第一个发现心肺骤停的卫生专业人员;因此,他们需要熟练的心肺复苏技能。目的本研究旨在评估基于游戏的护理一年级学生心肺复苏训练对学生知识水平、表现、满意度和信心的影响。方法采用准实验设计。共有104名学生被随机分为两个学习小组。干预组心肺复苏训练采用严肃游戏综合实时视听反馈模拟器。对于对照组,仅使用实时视听反馈模拟器。结果两组学生的知识测试前和测试后得分均提高了约30分。成绩评分方面,两组间总分、压缩深度、压缩频率后测和重测差异无统计学意义(p < 0.05)。满意度、自信心组间差异无统计学意义(p < 0.05)。结论将严肃游戏整合到实时视听反馈模拟器中,在心肺复苏知识和性能方面并不比仅使用实时视听反馈模拟器有明显优势。
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引用次数: 3
Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Mixed-Methods Usability Test 虚拟现实在骨科物理治疗教育中的教学设计:一种混合方法的可用性测试
IF 2 Q1 Social Sciences Pub Date : 2022-02-27 DOI: 10.1177/10468781211073646
Aaron J. Hartstein, Margaret Verkuyl, K. Zimney, Jean Yockey, Patti Berg-Poppe
Background Physical therapy education benefits from innovative and authentic learning opportunities. However, factors that influence the acceptance of educational technology must be assessed prior to curricular adoption. The purpose of this study was to assess the perceived ease of use and perceived usefulness of a virtual reality (VR) learning experience developed to promote the clinical decision-making of student physical therapists. Methods A VR learning experience was developed, and an established two-stage usability test assessed player experience as well as the user’s perception of both ease of use and usefulness. Two experts evaluated the VR learning experience and provided feedback. Six student physical therapists and five faculty members completed the VR experience, responded to two questionnaires, and participated in a semi-structured interview to further assess ease of use and utility. Results High levels of perceived ease of use, perceived usefulness, and positive player experiences were reported by both faculty and student users. Faculty users perceived a significantly greater amount of educational and clinical utility from the VR simulation than did student users. Semi-structured interviews revealed themes related to ease of use, benefits, modeling of professional behaviors, and realism. Conclusion Quantitative data supported faculty and student users’ perceptions of ease of use, utility towards learning, practical application, and several constructs related to user experience. Qualitative data provided recommendations to modify design features of the VR experience. This study provides a template to design, produce, and assess the usability of an immersive VR learning experience that may be replicated by other health professions educators where current evidence is limited.
背景物理治疗教育受益于创新和真实的学习机会。然而,在采用课程之前,必须评估影响教育技术接受度的因素。本研究的目的是评估为促进学生物理治疗师的临床决策而开发的虚拟现实(VR)学习体验的易用性和有用性。方法开发虚拟现实学习体验,建立两阶段可用性测试,评估玩家体验以及用户对易用性和有用性的感知。两位专家评估了VR学习体验并提供了反馈。六名学生物理治疗师和五名教员完成了VR体验,回答了两份问卷,并参加了一次半结构化访谈,以进一步评估易用性和实用性。结果教师和学生用户都报告了高水平的易用性、有用性和积极的玩家体验。教员用户从VR模拟中感知到的教育和临床效用明显高于学生用户。半结构化访谈揭示了与易用性、好处、职业行为建模和现实主义相关的主题。结论定量数据支持教师和学生用户对易用性、学习效用、实际应用以及与用户体验相关的几个结构的感知。定性数据提供了修改VR体验设计特征的建议。这项研究为设计、制作和评估沉浸式VR学习体验的可用性提供了一个模板,在目前证据有限的情况下,其他健康专业的教育工作者可能会复制这种体验。
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引用次数: 5
Modern Technologies and Gamification in Historical Education 现代技术与历史教育的游戏化
IF 2 Q1 Social Sciences Pub Date : 2022-02-25 DOI: 10.1177/10468781221075965
M. Moseikina, Saken Toktamysov, S. Danshina
Background The study aims to consider the prospect possibilities of gamification in historical education and its influence on the development of key professional competencies of workers necessary in current condition of humanitarian sphere development. Methods An experimental study theoretically substantiates the prospects for the gamification of education on the example of history education, in which 40 students from the Рeoples’ Friendship University of Russia and Sechenov First Moscow State Medical University took part. A pedagogical model of gamified history study has been developed and implemented into a 3-month online learning course “Technology for constructing historical interpretations.” The following technological tools were used to support the implementation of gamified learning: the Academy Learning Management System (LMS), the Facebook social network, social media information resources, augmented and virtual reality technologies. A survey was conducted on the Academy LMS platform, in which students were asked to assess the promising opportunities for the impact of gamified learning on the development of key professional competencies in terms of the degree of influence. Results The research results confirmed that the creation of a joint creative and expanded gaming experience leads to the acquisition of practical knowledge and allows learners to acquire skills that are highly relevant for professionals of the 21st century. The students confirmed that educational progress was achieved due to the effective organization of their learning activities, group changeover at the stages of developing historical interpretations, and gamification, which caused a feeling of excitement and qualitatively influenced the desire to achieve the best educational results. Gamified learning allowed educators to keep students' interest in the subject of study. Conclusions According to the results of a survey of students at the end of the course, it was concluded that gamification in history education has a positive effect on the evolutionary development of a personality adaptive to the socio-economic conditions of the 21st century. A model of the evolutionary vertical and horizontal development of the personality has been described.
背景本研究旨在考虑历史教育中游戏化的前景可能性及其对当前人道主义领域发展条件下工人关键专业能力发展的影响。方法以俄罗斯人民友谊大学和谢切诺夫第一莫斯科国立医科大学的40名学生参加的历史教育为例,从理论上论证了教育游戏化的前景。游戏化历史研究的教学模式已被开发并实施为为期3个月的在线学习课程“构建历史解释的技术”。以下技术工具用于支持游戏化学习的实施:学院学习管理系统(LMS)、Facebook社交网络、社交媒体信息资源,增强和虚拟现实技术。在Academy LMS平台上进行了一项调查,要求学生评估游戏化学习对关键专业能力发展的影响的潜在机会。结果研究结果证实,共同创造和扩展游戏体验可以获得实用知识,并使学习者获得与21世纪专业人士高度相关的技能。学生们证实,之所以取得教育进步,是因为他们有效地组织了学习活动,在发展历史解释的阶段进行了小组转换,以及游戏化,这引起了一种兴奋感,并在质量上影响了获得最佳教育结果的愿望。游戏化学习使教育者能够保持学生对学习主题的兴趣。结论根据课程结束时对学生的调查结果,历史教育中的游戏化对适应21世纪社会经济条件的人格的进化发展有积极影响。描述了人格纵向和横向发展的进化模型。
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引用次数: 9
To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences 为了胜利还是为了社交?游戏动机在多人在线竞技游戏玩法偏好中的作用
IF 2 Q1 Social Sciences Pub Date : 2022-02-24 DOI: 10.1177/10468781211070624
Justin W. Bonny, Lisa M. Castaneda
Background Individuals choose to engage in multiple types of online team-based video games. Gameplay options allow for player preferences to shape their gaming experience. Within the multiplayer online battle arena (MOBA) genre, players can decide whether to play matches with familiar or random teammates and whether their performance impacts their skill rating. Individual differences in video game engagement and genre preferences have been connected with player motivations and uses of video games and psychological traits that influence social interactions. The present study examined the extent to which the match preferences of MOBA players related to these factors. Methods Individuals attending an international MOBA tournament were recruited for the present research. Player MOBA match selection history was collected along with questionnaires measuring video game uses and gratifications, preference for solitude, tolerance of disagreement, and a test of theory of mind ability. Results Three main findings were observed. First, the highest-rated video game motivation was to socially interact with others. Second, players that displayed different preferences for types of MOBA matches varied in social interaction and competition video gameplay motivation scales. Third, although individual differences in fantasy video game motivation were correlated with theory of mind ability and preference for solitude, they did not vary by MOBA match preferences. Conclusion The results of the present study indicated that MOBA players were more strongly motivated by social aspects of video gameplay and variations in video game motivation to compete correlated with the extent to which they engaged in different types of MOBA play.
个人选择参与多种类型的基于团队的在线视频游戏。游戏玩法选项允许玩家的偏好来塑造他们的游戏体验。在多人在线竞技游戏(MOBA)类型中,玩家可以决定是否与熟悉的或随机的队友进行比赛,以及他们的表现是否会影响他们的技能等级。电子游戏粘性和类型偏好的个体差异与玩家动机和电子游戏使用以及影响社交互动的心理特征有关。本研究考察了MOBA玩家的比赛偏好与这些因素的关联程度。方法招募参加国际MOBA锦标赛的个体进行本研究。玩家的MOBA比赛选择历史被收集起来,同时还收集了测量电子游戏使用和满足感、对孤独的偏好、对分歧的容忍度以及心理理论能力测试的问卷。结果观察到三个主要特点。首先,最重要的电子游戏动机是与他人进行社交互动。其次,对MOBA比赛类型表现出不同偏好的玩家在社交互动和比赛视频玩法动机方面存在差异。第三,尽管幻想电子游戏动机的个体差异与心理理论能力和孤独偏好相关,但它们不受MOBA比赛偏好的影响。本研究的结果表明,MOBA玩家更强烈地受到电子游戏玩法的社交方面的激励,电子游戏竞争动机的变化与他们参与不同类型MOBA游戏的程度相关。
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引用次数: 3
Conceptualizing a Quantitative Measurement Suite to Evaluate Healthcare Teams 概念化用于评估医疗保健团队的定量测量套件
IF 2 Q1 Social Sciences Pub Date : 2022-01-10 DOI: 10.1177/10468781211066348
J. Paige, Camille L. Rogers, Kathryn E. Kerdolff, D. Garbee, Laura S. Bonanno, Q. Yu
Background Current team assessment instruments in healthcare tend to involve rater-based evaluations that are susceptible to well-known biases. Recent advances in technology include portable devices to measure team-based activities. Consequently, the possibility exists to move away from rater-based assessments of team function by identifying quantitative measures to replace them. Aim This article aims to provide potential approaches to developing quantitative measurement suites involving large amounts of data to address the challenges of assessment presented by the complex nature of teamwork. Conclusion By addressing construct, measurement, and context components, we provide a practical approach to developing a suite to capture quantitative measurements that, through incorporation of social network analysis and aggregated other values, aligns with the Team Strategies & Tools to Enhance Performance and Patient SafetyTM (TeamSTEPPSTM) dimensions for fostering teamwork.
当前医疗保健团队评估工具往往涉及基于评分的评估,容易受到众所周知的偏见。最近的技术进步包括测量团队活动的便携式设备。因此,有可能通过确定量化措施来取代基于评级的团队功能评估。本文旨在提供开发涉及大量数据的定量测量套件的潜在方法,以解决团队合作的复杂性所带来的评估挑战。通过解决构建、测量和上下文组件,我们提供了一种实用的方法来开发一套捕获定量测量的方法,通过结合社会网络分析和汇总其他价值,与团队战略和工具来提高绩效和患者安全tm (TeamSTEPPSTM)维度保持一致,以促进团队合作。
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引用次数: 1
Battling With Books: The Gamification of an EFL Extensive Reading Class 与书抗争:英语泛读课的游戏化
IF 2 Q1 Social Sciences Pub Date : 2021-12-23 DOI: 10.1177/10468781211061858
M. Freiermuth, Michiyo Ito
Background Extensive reading (ER) classes have become a popular way to promote reading in EFL (English as a Foreign Language) classrooms because ER supports the idea of reading for pleasure. However, reading in the classroom can still become stale if students have little chance to reflect on what they have read or if they become burdened by the reading requirements. Aim In an attempt to create a more energetic ER classroom, we converted the classroom into a game-based environment with the aim of promoting L2 reading enjoyment and motivating students to read in a more focused manner. Method As for specifics, 55 female Japanese university students—divided into two groups based upon English proficiency—participated in a social book reading game called Bibliobattle whereby students discussed their favorite books in small groups. Three iterations of the game were incorporated into the ER classroom as a way to enliven reading activities. Results The game proved largely successful. From the data obtained in the debriefing questionnaires, students mentioned that they were motivated by the activities through reflection on their book’s content and through the sharing of specific details about what they had read with their peers. Although both groups of students indicated their motivation to play the game, this was especially true for the lower level readers—a group that had demonstrated more apathy towards ER in the past. Based upon our experiences while running the game, we recommend that Bibliobattles be implemented as specialized events in the ER classroom as a means to help stimulate a love for reading in a second language; however, it should also be noted that student preparation for such battles is time-consuming, so the number of battles per semester should be limited to a maximum of two per semester.
泛读课已经成为促进英语作为外语课堂阅读的一种流行方式,因为泛读课支持“为乐趣而阅读”的理念。然而,如果学生很少有机会反思他们所读的内容,或者如果他们被阅读要求所负担,课堂上的阅读仍然会变得陈腐。为了营造一个更有活力的英语课堂,我们将课堂改造成一个以游戏为基础的环境,旨在促进第二语言阅读的乐趣,激励学生更专注地阅读。具体而言,55名日本女大学生——根据英语水平分为两组——参加了一项名为“书目大战”的社交阅读游戏,学生们在小组中讨论他们最喜欢的书。游戏的三次迭代被纳入急诊室教室,作为一种活跃阅读活动的方式。结果这款游戏非常成功。从汇报问卷中获得的数据来看,学生们提到,他们是通过对书本内容的反思和与同龄人分享所读内容的具体细节而受到活动的激励的。尽管两组学生都表明了他们玩游戏的动机,但对于较低水平的读者来说尤其如此——这一群体过去对ER表现出更大的冷漠。根据我们在运行游戏时的经验,我们建议在急诊室的课堂上将“书目大战”作为一种专门的活动来实施,作为一种帮助激发学生对第二语言阅读的热爱的手段;然而,也应该注意到,学生为这种战斗做准备是很耗时的,所以每学期的战斗次数应该限制在每学期最多两次。
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引用次数: 3
Why Students Should Be Taught Differently: Learner Characteristics, Learning Styles and Simulation Performance 为什么应该区别对待学生:学习者特征、学习风格和模拟表现
IF 2 Q1 Social Sciences Pub Date : 2021-12-23 DOI: 10.1177/10468781211065809
Bindu Kulkarni, Ranjan Banerjee, R. Raghunathan
Background Business simulation as an instructional tool helps in developing integrative thinking and decision making skills. It is being taught to audiences who differ considerably in age, work experience (learner characteristics) and learning styles. The use of simulations is likely to grow further with advancements in internet technology and the fact that simulations are very amenable to remote modes of instruction. Aim This study aims to assess how learner characteristics and learning styles impact business simulation performance. It further assesses the combined effect of learner characteristics and learning styles on performance in business simulations, we specifically consider the manner in which learning styles moderate the impact of learner characteristics (age) on simulation performance. Method The study was conducted with 605 students of full time MBA and executive MBA programs with age group varying from 21 years to 53 years. They were taught using the same business simulation by CAPSIM. The learning styles were measured using Felder-Solomon’s instrument ‘Index of learning style’. Regression analysis was conducted with predictor variables of learner characteristics and learning styles and outcome variable of simulation performance. The moderating effect of specific learning styles on learner characteristics was identified. Results The findings indicate that age is a significant predictor of simulation performance (younger, tech savvy students do better). Also, the use of reflective learning style enables better performance in business simulations. Older students are able to draw on experience and benefit more from reflective learning, for business simulations which involve integration across functions. Conclusion The study enhances our conceptual understanding of the factors enabling performance in business simulations and provides specific direction on how instructors must adapt facilitation approaches for different age groups of participants. Reflection is important for learning with business simulations; hence, the reflective learning style should be encouraged particularly among older students.
背景商业模拟作为一种教学工具,有助于培养综合思维和决策技能。它是向年龄、工作经验(学习者特征)和学习风格差异很大的受众教授的。随着互联网技术的进步以及模拟非常适合远程教学模式的事实,模拟的使用可能会进一步增长。目的本研究旨在评估学习者的特点和学习风格如何影响商业模拟绩效。它进一步评估了学习者特征和学习风格对商业模拟绩效的综合影响,我们特别考虑了学习风格调节学习者特征(年龄)对模拟绩效影响的方式。方法对605名全日制MBA和高管MBA学生进行研究,年龄组为21岁至53岁。CAPSIM使用相同的商业模拟来教授他们。使用Felder Solomon的仪器“学习风格指数”测量学习风格。采用学习者特征和学习风格的预测变量和模拟表现的结果变量进行回归分析。确定了特定学习风格对学习者特征的调节作用。结果研究结果表明,年龄是模拟成绩的重要预测因素(年龄较小、精通技术的学生表现更好)。此外,使用反思性学习风格可以在业务模拟中获得更好的性能。对于涉及跨功能集成的商业模拟,年龄较大的学生能够吸取经验,并从反思性学习中受益更多。结论该研究增强了我们对商业模拟绩效因素的概念理解,并为讲师如何为不同年龄组的参与者调整便利化方法提供了具体指导。反思对于学习商业模拟很重要;因此,应该鼓励反思性学习方式,尤其是在年龄较大的学生中。
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引用次数: 3
A Qualitative Exploratory Study of the Effects of Simulation on Nursing Students’ Self-Efficacy Beliefs for Using English for Professional Purposes 模拟对护生专业英语自我效能信念影响的质性探索性研究
IF 2 Q1 Social Sciences Pub Date : 2021-12-21 DOI: 10.1177/10468781211068881
Pelin Karaçay, Z. Zeybekoğlu, Jacob Chizzo, Amy K. Middlebrooks
Background The health sector has become more international than ever because of patients’ increased mobility and access to healthcare services. As a result, the ability to communicate in English has become critical for nursing students in countries where English is used as a foreign language. Aim This study aimed to highlight and understand the experiences of nursing students regarding the effect of simulation-based learning on their self-efficacy beliefs for using English for professional purposes. Methods The study was conducted with 28 third-year university nursing students enrolled in a required English course and participating in two nursing simulations conducted in English. Focus groups were conducted using semi-structured interview questions to elicit and understand the self-efficacy beliefs of nursing students for using English for professional purposes. The collected data were analyzed by using content analysis. Results The result of the study emerged under three themes: carrying out nursing duties by using professional discourse, building professional relationships with patients, and maintaining spontaneous conversations with patients. The overall results showed that while the students’ self-efficacy beliefs increased for performing standard nursing duties and establishing rapport with patients, no increase was observed in their self-efficacy beliefs for holding a prolonged conversation with the patient. Conclusion This study’s findings have implications for nursing programs in which English proficiency is considered an important program outcome for nurses who may be expected to work in both their own language and English.
由于患者流动性和获得医疗保健服务的机会增加,卫生部门比以往任何时候都更加国际化。因此,在英语作为外语使用的国家,用英语交流的能力对护理专业的学生来说变得至关重要。目的本研究旨在了解护理学生在模拟学习对专业英语自我效能信念的影响。方法对28名大学三年级护理系学生进行英语必修课程学习,并参加2次英语护理模拟。采用半结构化访谈问题进行焦点小组调查,以了解护生对专业英语使用的自我效能感信念。采用内容分析法对收集到的数据进行分析。结果研究结果显示了三个主题:运用专业话语履行护理职责,建立与患者的专业关系,保持与患者的自发对话。总体结果显示,虽然学生在履行标准护理职责和与病人建立融洽关系方面的自我效能感有所增加,但在与病人进行长时间交谈方面,他们的自我效能感没有增加。结论:本研究的结果对护理项目具有启示意义,在护理项目中,英语熟练程度被认为是一个重要的项目结果,因为护士可能同时使用母语和英语工作。
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引用次数: 0
Games We Must Play: Cooperative, Not Competitive 我们必须玩的游戏:合作而非竞争
IF 2 Q1 Social Sciences Pub Date : 2021-12-09 DOI: 10.1177/10468781211065310
M. Schijven, T. Kikkawa
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引用次数: 1
The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game. 真人模拟游戏中的学习过程:个性、动机、沉浸感和心流对模拟游戏学习结果的影响
IF 2 Q1 Social Sciences Pub Date : 2021-11-17 DOI: 10.1177/10468781211049822
Anna K. Preuß
Background Against the backdrop of the cognitive-motivational process model proposed by Vollmeyer and Rheinberg (1998), this study investigates how the personality trait need for cognition in combination with a specific situation (short and long version of a live-action simulation game), current motivation, and immersion and flow (mediators) predict the learning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM (Starker & Imhof, 2014). Methods N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report questionnaires. Results A hierarchical regression analysis was used to determine the impact of the predictor variables (need for cognition, current motivation, immersion, and flow) on the self-evaluated learning outcome. For the 2-hour group, the predictor variables interest, challenge, and immersion (subscale: engagement) impacted self-reported learning outcome significantly positive. For the 2-day group, significant predictors were need for cognition, interest, and immersion (subscale: engrossment). In comparison of the two game versions, students playing the 2-day version reported significantly higher levels of engagement, engrossment, and learning outcome. Conclusion The cognitive-motivational process model of learning was partly supported: interest and immersion predict learning outcome in the live-action simulation game. The extended 2-day version of the game leads to higher levels of immersion and higher learning outcome, indicating that a longer timeframe secures the desired effects on learning outcome from simulation games. Further research needs to shed light on the interaction of personality traits and immersion.
背景在Vollmeyer和Rheinberg(1998)提出的认知动机过程模型的背景下,本研究调查了人格特质如何结合特定情况(真人模拟游戏的长短版)、当前动机,沉浸和流动(中介)预测模拟游戏《教室里的日常生活》中的学习结果(Starker&Imhof,2014)。方法138名师生玩短2小时版模拟游戏,77名师生玩长2天版模拟游戏。认知需求、当前动机、沉浸感、流动性和学习结果通过自我报告问卷进行测量。结果采用层次回归分析来确定预测变量(认知需求、当前动机、沉浸感和流量)对自我评估学习结果的影响。对于2小时组,预测变量兴趣、挑战和沉浸感(分量表:参与度)对自我报告的学习结果有显著的正向影响。对于2天组,重要的预测因素是认知、兴趣和沉浸感的需求(分量表:全神贯注)。与两个游戏版本相比,玩两天版本的学生表现出更高的参与度、专注度和学习效果。结论学习的认知动机过程模型得到了一定的支持:兴趣和沉浸感可以预测真人模拟游戏的学习结果。延长的2天版本的游戏带来了更高的沉浸感和更高的学习结果,这表明更长的时间框架确保了模拟游戏对学习结果的预期效果。进一步的研究需要阐明人格特征和沉浸感之间的相互作用。
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引用次数: 1
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