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Assessing the Impact of Immersion on Learning in Medical Students: A Pilot Study Comparing Two-Dimensional and Three-Dimensional Virtual Simulation 评估医学生沉浸式学习对学习的影响——比较二维和三维虚拟仿真的初步研究
IF 2 Q1 Social Sciences Pub Date : 2023-07-15 DOI: 10.1177/10468781231189287
Lucy Bray, Sebastian Spencer, E. Pearson, K. Meznikova, David Hepburn
Introduction Virtual simulation within health professions education can be categorized as two-dimensional or three-dimensional, dependent upon how users interact with the scenario. A core difference between these two categories is the degree of immersion experienced by the user. The importance of immersion for knowledge-based learning is unclear. Hence, this pilot study compares two virtual simulators to determine the impact of immersion on knowledge acquisition and retention and user experience. Methods This randomized crossover trial consisted of 25 fifth-year medical students attending two consecutive teaching sessions using two-dimensional and three-dimensional virtual simulation, respectively. Multiple-choice questions, completed immediately before and after, and one-month after the sessions, were employed to determine knowledge acquisition and retention. Questionnaires, consisting of Likert-scale and open-ended questions, evaluated user experience. Quantitative data was analyzed using a Student’s t-test and qualitative data was analyzed using thematic analysis. Results Both interventions demonstrated statistically significant levels of knowledge acquisition and retention, though there was no significant difference in the extent of learning between the simulators. The two interventions offered valuable and acceptable approaches to virtual simulation, though Likert-scale responses indicated that participants significantly preferred three-dimensional virtual simulation. Free-form responses revealed themes of education and technology, with subthemes of desirability, learning, curriculum integration, fidelity, hardware and software. Conclusions The findings indicate that higher levels of immersion do not appear to offer greater educational benefit, with two-dimensional simulation possibly offering an equally valuable learning experience to three-dimensional simulation. Participants appeared to significantly prefer three-dimensional virtual simulation, though potential uses for both simulators were identified.
引言健康职业教育中的虚拟模拟可以分为二维或三维,这取决于用户如何与场景交互。这两个类别之间的核心区别是用户体验到的沉浸程度。沉浸式学习对知识型学习的重要性尚不清楚。因此,这项试点研究比较了两个虚拟模拟器,以确定沉浸感对知识获取和保留以及用户体验的影响。方法这项随机交叉试验由25名五年级医学生组成,他们分别使用二维和三维虚拟模拟连续两次参加教学。多项选择题,在课程前后和一个月后立即完成,用于确定知识的获取和保留。问卷由Likert量表和开放式问题组成,评估用户体验。定量数据采用Student t检验进行分析,定性数据采用专题分析进行分析。结果两种干预措施都显示出具有统计学意义的知识获取和保留水平,尽管模拟器之间的学习程度没有显著差异。这两种干预措施为虚拟模拟提供了有价值和可接受的方法,尽管Likert量表的反应表明参与者更喜欢三维虚拟模拟。自由形式的回答揭示了教育和技术的主题,包括可取性、学习、课程整合、忠诚度、硬件和软件。结论研究结果表明,更高水平的沉浸感似乎不会带来更大的教育效益,二维模拟可能提供与三维模拟同等宝贵的学习体验。参与者似乎更喜欢三维虚拟模拟,尽管这两种模拟器都有潜在的用途。
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引用次数: 0
eSports: Digital Games and Its Future From the Traditional Athletes’ and eSports Players’ Perspectives 从传统运动员和电子竞技玩家的角度看电子竞技:数字游戏及其未来
IF 2 Q1 Social Sciences Pub Date : 2023-07-15 DOI: 10.1177/10468781231188668
Tuğçe Örsoğlu, Betül Yüzbaşıoğlu, H. A. Pekel
Background Discussions regarding the classification of eSports as a sport are still ongoing, primarily due to the distinctive features that differentiate them from traditional sports. Purpose This study seeks to comparatively explore the perspectives of athletes on digital games and eSports with the goal of shedding light on the unique challenges and opportunities of eSports as a professional career. Method This study seeks to comparatively explore the perspectives of athletes on digital games and eSports. To this end, the phenomenology model was employed in a qualitative study involving seven elite eSports players and eight elite basketball players. Focus group interviews were conducted, and thematic analysis was employed to analyze the resulting data. Results Participants’ viewpoints were examined across six themes, including the reasons for initiating their career, familial and environmental support, their perspectives on eSports, society’s perspective on eSports, the impact of eSports on health, and the future of eSports. Discussion and Conclusion The majority of participants viewed eSports as a sport and expressed optimism about its future. Despite acknowledging concerns about the public’s negative perception of eSports due to inadequate knowledge and health concerns, participants remained optimistic about its prospects.
关于电子竞技作为一项运动的分类的讨论仍在进行中,主要是由于它们与传统体育不同的独特特征。本研究旨在比较探讨运动员对数字游戏和电子竞技的看法,以揭示电子竞技作为一项职业生涯所面临的独特挑战和机遇。方法本研究旨在比较探讨运动员对数字游戏和电子竞技的看法。为此,采用现象学模型对7名优秀电竞运动员和8名优秀篮球运动员进行定性研究。进行焦点小组访谈,并采用专题分析对所得数据进行分析。参与者的观点分为六个主题,包括开始职业生涯的原因、家庭和环境支持、他们对电子竞技的看法、社会对电子竞技的看法、电子竞技对健康的影响以及电子竞技的未来。大多数参与者将电子竞技视为一项运动,并对其未来表示乐观。尽管承认由于缺乏知识和健康问题,公众对电子竞技的负面看法令人担忧,但参与者仍对其前景持乐观态度。
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引用次数: 0
Typologies and Features of Play in Mobile Games for Mental Wellbeing 心理健康手机游戏的游戏类型与特点
IF 2 Q1 Social Sciences Pub Date : 2023-07-10 DOI: 10.1177/10468781231188392
E. Reay, M. Ma, T. Krzywinska, Gabriela Pavarini, S. Hugh-Jones, A. Mankee-Williams, Anton Belinskiy, K. Bhui
Background The smartphone market is saturated with apps and games purporting to promote mental wellness. There has been a significant number of studies assessing the impact of these digital interventions. Motivation The majority of review papers solely focussed on the impact of strict rules and award systems of the apps. There is comparatively little attention paid to other game techniques designed to encourage creativity, a lusory attitude, and playful experiences. Results This gap is addressed in this paper in a consideration and analysis of a purposive selection of six mobile games marketed for wellbeing, our focus is on both external and internal motivations that these games offer. Our specific interest is how these games balance rule-based play with creativity. We find that ludic play is a highly-structured, rule-bound, goal-oriented play, in contrast to paedic play which a freeform, imaginative, and expressive. We argue that while ludic play is purposed towards the promotion of habit formation and generates feelings of accomplishment, it nonetheless relies heavily on extrinsic motivation to incentivise engagement. By contrast, paidic play, specifically role-playing, improvisation, and the imaginative co-creation of fictional game worlds, can be used effectively in these games to facilitate self-regulation, self-distancing, and therefore provides intrinsically-motivated engagement. In the context of games for mental wellbeing, ludic play challenges players to complete therapeutic exercises, while paidic play offers a welcoming refuge from real world pressures and the opportunity to try on alternate selves. Conclusion Our intention is not to value paidic play over ludic play, but to consider how these two play modalities can complement and counterbalance each other to generate more effective engagement.
智能手机市场充斥着旨在促进心理健康的应用和游戏。已有大量研究评估了这些数字干预措施的影响。大多数评论论文只关注应用程序严格的规则和奖励系统的影响。相对而言,人们很少关注其他旨在鼓励创造力、虚幻态度和有趣体验的游戏技术。本文通过考虑和分析六款以幸福为营销目标的手机游戏,解决了这一差距,我们的重点是这些游戏提供的外部和内部动机。我们特别感兴趣的是这些游戏如何平衡基于规则的玩法与创造性。我们发现,嬉闹游戏是一种高度结构化、有规则约束、目标导向的游戏,而儿戏游戏则是一种自由、富有想象力和表现力的游戏。我们认为,虽然有趣的游戏旨在促进习惯的形成并产生成就感,但它仍然严重依赖外部动机来激励玩家参与。相比之下,付费游戏,特别是角色扮演,即兴创作和虚构游戏世界的想象力共同创造可以有效地用于这些游戏中,以促进自我调节,自我疏远,从而提供内在动机的粘性。在心理健康游戏的背景下,搞笑游戏挑战玩家完成治疗练习,而付费游戏则提供了一个逃避现实世界压力的避难所,并有机会尝试不同的自我。我们的目的并不是看重付费玩法而不是搞笑玩法,而是考虑这两种玩法模式如何相互补充和平衡,从而产生更有效的用户粘性。
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引用次数: 0
“The Synaptic Board Game” Improves Health Sciences Students’ Learning on Synaptic Transmission “突触棋盘游戏”提高了健康科学专业学生对突触传递的学习
IF 2 Q1 Social Sciences Pub Date : 2023-06-30 DOI: 10.1177/10468781231187298
G. Carrazoni, Amanda Dalla’Corte Chaves, Lucas Gazzani Araujo Silva, Cláudio Felipe Kolling da Rocha, P. Mello-Carpes
Background Synaptic Transmission (ST) is a content of Physiology courses in which students frequently experience learning difficulties. Intervention Here, we evaluated the impact of using The Synaptic Board Game (SBG), an educational game created to assist in ST teaching-learning, on students’ knowledge. Methods Sixty-eight students were divided into control (CT) and synaptic board game groups (GG); CT attended one theoretical class (TC) about ST, and GG experienced 1 h of class using the SBG in addition to the same TC. Before and immediately after the intervention, students completed tests about ST. Overall scores and performance in specific questions (general synaptic transmission, electrical, and chemical synapse) were assessed. Results GG scored higher in the immediate post-test compared to the pre-test. In addition, GG showed higher overall scores than CT in the immediate post-test. Both groups scored lower in the post-test in general synaptic transmission questions, but GG performed better than CT. Discussion SBG improves knowledge after practice and seems to help students understand better the differences between electrical and chemical synapses. Limitations and Suggestions (i) the immediate post-test could be applied at the same time for both groups; (ii) future quiz apps developed to be applied in class could collect the data regarding the answers to each question from students while they play the game; (iii) a late post-test could be applied simultaneously with students from both groups without previous communication. Conclusion The results indicate that SBG is an effective teaching material to reinforce ST learning and avoid misunderstandings between electrical and chemical synapses.
背景突触传递(ST)是生理学课程中学生经常遇到学习困难的一项内容。干预在这里,我们评估了使用Synaptic Board Game(SBG)对学生知识的影响,SBG是一款旨在帮助ST教学的教育游戏。方法将68名大学生分为对照组(CT)和突触板游戏组(GG);CT参加了一堂关于ST的理论课(TC),GG除了参加同样的TC外,还参加了1小时的SBG课程。在干预前后,学生们完成了关于ST的测试。评估了特定问题(一般突触传递、电突触和化学突触)的总分和表现。结果GG在测试后即刻的得分高于测试前。此外,GG在测试后立即显示出比CT更高的总分。两组在一般突触传递问题的后测中得分都较低,但GG的表现优于CT。讨论SBG在练习后提高了知识,似乎有助于学生更好地理解电突触和化学突触之间的差异。限制和建议(i)两组可同时进行即时后测试;(ii)未来开发用于课堂的智力竞赛应用程序可以在学生玩游戏时从他们那里收集关于每个问题答案的数据;(iii)在没有事先沟通的情况下,两组学生可以同时进行后期测试。结论SBG是加强ST学习、避免电突触和化学突触之间误解的有效教材。
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引用次数: 0
Communication Challenges in Social Board Games 社交棋盘游戏中的沟通挑战
IF 2 Q1 Social Sciences Pub Date : 2023-06-12 DOI: 10.1177/10468781231183908
Mike Crabb, Michael J. Heron
Background Discussion-based communication scenarios are present in many aspects of life. These can range from conversations with friends in a social setting to formal consultation processes and focus groups used by industry and government. However, reliance on speech does not easily permit the fair and equitable involvement of people who face communication-based accessibility challenges. Aim This work aimed to understand the communication challenges present within social board games, how these challenges arise, and participants’ perceptions of the difficulties these challenges may cause. Method We conducted four social gameplay sessions to understand what parts of discussion may cause communication challenges and what techniques are commonplace in overcoming these. Results Our results highlight how group facilitation and conversation pacing are essential in promoting accessibility within discussion-type situations. Our analysis identified four themes that focused on speech and delivery, access strategies, viewing and position, balance of power, and awareness of others. Conclusions Communication within board game scenarios is a complex area that creates several intersectional accessibility challenges. These challenges can impact how group communication is facilitated, how pacing and delivery relate to overall group understanding, and how an awareness of accessibility is critical in developing inclusive environments.
背景基于讨论的交流场景存在于生活的许多方面。这些可以是在社交环境中与朋友的对话,也可以是行业和政府使用的正式咨询流程和焦点小组。然而,对言论的依赖并不容易让那些面临基于沟通的无障碍挑战的人公平公正地参与进来。目的这项工作旨在了解社交棋盘游戏中存在的沟通挑战,这些挑战是如何产生的,以及参与者对这些挑战可能造成的困难的看法。方法我们进行了四次社交游戏会议,以了解讨论的哪些部分可能会导致沟通挑战,以及克服这些挑战的常见技术。结果我们的研究结果强调了在讨论类型的情况下,小组促进和对话节奏对于提高可访问性至关重要。我们的分析确定了四个主题,重点是演讲和演讲、访问策略、观点和立场、权力平衡和对他人的认识。结论棋盘游戏场景中的沟通是一个复杂的领域,它带来了几个跨部门的无障碍挑战。这些挑战可能会影响如何促进群体沟通,节奏和交付如何与群体的整体理解相关,以及无障碍意识如何在发展包容性环境中至关重要。
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引用次数: 0
Using Various Types of Embedded Participants to Enhance Culturally Congruent, Family-Centered Simulation-Based Education 利用各种类型的嵌入式参与者来增强文化一致性,以家庭为中心的模拟教育
IF 2 Q1 Social Sciences Pub Date : 2023-06-08 DOI: 10.1177/10468781231181665
Desiree A. Díaz, Andrew Todd, G. Gilbert, Humberto López Castillo, Mindi Anderson, James P. Jackson, Marlee R. Linnell, Kristen Y. Ng, Alison G. Walker, Ruben Diaz
Background Simulation provides a controlled, standardized experience, where learners have increased autonomy to provide culturally congruent care in a healthcare disparity scenario. Importance is noted for scenarios including pediatric populations, to include role players such as the caregiver. The simulation in this study emphasized paternal involvement in the care of a 12-hour-old newborn within a Family-Centered Care Model (FCCM) using embedded participants (EPs). The purpose was to explore the impact and benefit of the EP. The hypotheses included: (1) Learner perception of simulation effectiveness changes when an EP is physically present compared to being virtually present (tele-embedded); (2) Tele-embedded participants (tele-embedded EPs), playing a paternal role, differ between a pop-up parent versus being in-person. Methods A randomized historical control, posttest-only design guided this study once IRB was obtained. A purposive sample of 115 BSN students was used. Instruments included demographics, SET-M, and ACTS Tool. Results Differences were noted between groups; however, SET-M and ACTS scores were constant with little variance noted between the EP and tele-embedded EP. Conclusion Embedded participants, regardless of in-person or via tele-embedded, can add to the scenario. Participants actively engaged in communication with both the in-person and remote EP. All the simulation based education scenarios were effective, encouraging continued use within simulation-based education. Embedded participant involvement has the potential to enhance scenarios by providing opportunities to practice culturally congruent care while cultivating effective communication and education of all family members. Further exploration of the use of EPs is needed to understand the potential added benefit of incorporating them into scenarios.
背景模拟提供了一种受控的、标准化的体验,在这种体验中,学习者有了更多的自主权,可以在医疗保健差异的情况下提供文化上一致的护理。对于包括儿科人群在内的场景,包括诸如护理人员等角色参与者的重要性值得注意。本研究的模拟强调了父亲参与家庭中心护理模型(FCCM)中使用嵌入参与者(EPs)的12小时大新生儿的护理。目的是探讨环境保护计划的影响和效益。假设包括:(1)与虚拟在场(远程嵌入)相比,当EP实际在场时,学习者对模拟有效性的感知发生了变化;(2)远程嵌入参与者(远程嵌入EPs)扮演父亲角色,在弹出式父母和面对面父母之间存在差异。方法在获得IRB后,采用随机历史对照、仅限后测设计指导本研究。目的样本为115名BSN学生。工具包括人口统计学、SET-M和ACTS Tool。结果两组间存在差异;然而,SET-M和ACTS分数是恒定的,EP和远程嵌入EP之间的差异很小。嵌入式参与者,无论是面对面的还是通过远程嵌入式,都可以增加场景。参与者积极参与与现场和远程EP的沟通。所有基于模拟的教育场景都是有效的,鼓励在基于模拟的教育中继续使用。通过提供实践文化一致性护理的机会,同时培养所有家庭成员的有效沟通和教育,嵌入式参与者参与具有增强情景的潜力。需要进一步探索EPs的使用,以了解将其纳入情景的潜在附加效益。
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引用次数: 0
Cap-and-Trade Game: An Online Computer Game for Experiential Learning About Pollution Pricing 限额与交易游戏:一个体验式学习污染定价的在线电脑游戏
IF 2 Q1 Social Sciences Pub Date : 2023-06-01 DOI: 10.1177/10468781231164144
N. Yiannakoulias
Background Many environmental policy problems require an understanding of complex processes that are difficult to understand in the abstract. The objective of this short research article is to describe the Cap-and-Trade Game, a multiplayer, asynchronous, online computer game that gives students an experiential learning opportunity to explore the operation of a cap-and-trade system. Methods Players take the role of firms and choose production levels, invest in research and development, adapt their decisions to changes in pollution allowances, speculate on changes on industrial output and participate in an allowance trading market. Results from a gaming session in a class of 38 undergraduate students are presented. Results Most students played the game, and a majority played regularly over the two-month gaming session. Players developed different strategies to out-compete other players in the game. Objective game performance and frequency of play were correlated. Conclusion The Cap-and-Trade Game provides an opportunity for experiential learning about key features of cap-and-trade markets.
背景许多环境政策问题需要了解复杂的过程,而这些过程很难抽象地理解。这篇简短的研究文章的目的是描述上限交易游戏,这是一款多人、异步的在线计算机游戏,为学生提供了探索上限交易系统操作的体验式学习机会。方法参与者扮演企业的角色,选择生产水平,投资于研发,根据污染配额的变化调整决策,推测工业产出的变化,并参与配额交易市场。展示了一个由38名本科生组成的班级的游戏课程的结果。结果大多数学生玩游戏,大多数学生在两个月的游戏时间里定期玩。玩家们制定了不同的策略来在游戏中胜过其他玩家。客观游戏表现与游戏频率相关。结论总量管制与交易游戏为我们提供了一个体验式学习总量管制与贸易市场关键特征的机会。
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引用次数: 0
What Does A Game Need to Become A Classic? 一款游戏如何才能成为经典?
IF 2 Q1 Social Sciences Pub Date : 2023-05-24 DOI: 10.1177/10468781231178406
M. Schijven, T. Kikkawa
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引用次数: 0
Maximising Undergraduate Medical Radiation Students’ Learning Experiences Using Cloud-Based Computed Tomography (CT) Software 使用基于云的计算机断层扫描(CT)软件最大限度地提高医学放射专业本科生的学习体验
IF 2 Q1 Social Sciences Pub Date : 2023-05-23 DOI: 10.1177/10468781231178491
M. Chau, Elio Stefan Arruzza
Background Simulation-based learning is a crucial educational tool for disciplines involving work-integrated learning and clinical practice. Though its uptake is becoming increasingly common in a range of fields, this uptake is less profound in diagnostic radiography and computed tomography. Aim This study explored whether CT simulator software may be a viable option to facilitate the development of practical clinical skills in an effective, safe and supported environment. Methods A cross-sectional mixed methods design was employed. Students in their third year of study undertook formal simulation CT learning using the Siemens SmartSimulator, prior to a six-week off-campus clinical experience. A pre- (n = 42, response rate = 39%) and post-clinical placement Likert scale survey was completed (n = 21, retention rate = 50%), as well as focus group interviews to gather qualitative data (n = 21). Thematic analysis was employed to explore how the simulator developed students’ knowledge of CT concepts and preparedness for clinical placement. Results Survey scores were high, particularly in terms of satisfaction and relevancy. Focus groups drew attention to the software’s capacity to build on foundational principles, prepare students for placement and closely emulate the clinical environment. Students highlighted the need for continual guidance and clinical relevance and maintained that interactive simulation was inferior to real-world clinical placement. Conclusion The integration of CT simulator software has the potential to increase knowledge, confidence, and student preparation for the clinical environment.
背景基于模拟的学习是涉及工作整合学习和临床实践的学科的重要教育工具。尽管它的吸收在一系列领域越来越普遍,但在诊断射线照相和计算机断层摄影中,这种吸收并不那么深刻。目的本研究探讨了CT模拟器软件是否是一种可行的选择,以促进在有效、安全和有支持的环境中发展实用的临床技能。方法采用横断面混合法设计。在为期六周的校外临床体验之前,学习三年级的学生使用西门子SmartSimulator进行了正式的模拟CT学习。完成了临床前(n=42,应答率=39%)和临床后Likert量表调查(n=21,保留率=50%),以及焦点小组访谈,以收集定性数据(n=21)。采用专题分析法探讨模拟器如何培养学生对CT概念的知识和临床安置的准备。结果调查得分较高,尤其是在满意度和相关性方面。焦点小组提请注意该软件在基础原则上的构建能力,为学生的安置做好准备,并密切模仿临床环境。学生们强调了持续指导和临床相关性的必要性,并坚持认为交互式模拟不如真实世界的临床布局。结论CT模拟器软件的集成有可能增加知识、信心和学生对临床环境的准备。
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引用次数: 0
About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students 浅谈游戏化情感学习伙伴在小学编程教学中的作用
IF 2 Q1 Social Sciences Pub Date : 2023-05-06 DOI: 10.1177/10468781231175013
J. M. Ocaña, E. Morales-Urrutia, D. Pérez-Marín, C. Pizarro
Background Gamification is a promising field of research that can benefit education. In particular, it can benefit teaching programming to children. Emotional Learning Companions (ELCs) are interactive systems that dialogue with the students as well as provide them with emotional support. Intervention The design of ELCs was extended with gamification to teach programming to Primary Education children. Riddles, levels, badges, and a leader board with trophies among other traditional gamification elements were incorporated into the learning companion, as well as game mechanics, aesthetics and connection with the players (students) to increase their learning, motivation and satisfaction levels. Methods A pre-post test single group experimental research design was followed to test the proposal. In total, 137 students aged between 10 and 12 years used the gamified learning companion during an academic year in Ecuador. Results The results showed a significant increase in students’ learning scores as well as satisfaction and motivation levels above 90%. Conclusion Therefore, the conclusion is that gamifying ELCs to teach programming in Primary Education can improve students’ learning scores, satisfaction, and motivation levels.
背景游戏化是一个很有前途的研究领域,有利于教育。特别是,它有利于向儿童教授编程。情感学习伙伴(ELCs)是一种互动系统,可以和学生对话,并为他们提供情感支持。干预ELC的设计随着游戏化而扩展,向小学教育儿童教授编程。Ridles、关卡、徽章和带奖杯的领导板以及其他传统游戏化元素被纳入学习伙伴中,以及游戏机制、美学和与玩家(学生)的联系,以提高他们的学习、动机和满意度。方法采用测试前后单组实验研究设计对该方案进行验证。在厄瓜多尔的一学年中,总共有137名年龄在10至12岁之间的学生使用了游戏化学习伴侣。结果学生的学习成绩显著提高,满意度和积极性水平均在90%以上。结论游戏化ELCs在小学编程教学中可以提高学生的学习成绩、满意度和学习动机。
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引用次数: 0
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