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DESSRT: A Novel Framework for Empirical Red Teaming at Scale DESSRT:大规模经验红色团队的新框架
IF 2 Q1 Social Sciences Pub Date : 2022-11-03 DOI: 10.1177/10468781221135199
Brandon Behlendorf, G. Ackerman
Background Red Teaming is widely used to discover vulnerabilities, test defensive measures, and anticipate emerging but novel threats. It has rarely been conducted both systematically and at scale, substantially limiting confidence in its results and the generalizability of its findings. Aim We introduce distributed, empirical, systematic, and scalable red teaming (DESSRT), a framework for translating tactical-level Red Teaming into a replicable research methodology. We apply DESSRT to address whether the information about and availability of computed tomography (CT) scanners influences adversary decision-making in aviation security. Method Using a convenience sample of 143 university students, participants role-played as adversaries in an eight-hour attack planning exercise. Via a custom instrument, participants were randomly assigned across three adversary profiles built on historical cases and then designed a simulated attack. Afterwards, one of three injects about CT scanners were randomly assigned, and participants were asked about potential changes in attack plans (including target changes). Differences among assigned profiles and CT scanner injects were evaluated using standard statistical tests of association. Results Although differences in explosive and weapon package selections were not statistically significant across profiles, security evasion methods were. Following injects, participants were equally as likely to change tactics across profiles, with the majority (53%) changing at least one tactical area. When asked, the majority (18) of those who changed targets (27/143) reported that the additional information on CT scanners did have some effect on their target change decision. Conclusion Overall, the DESSRT framework provides a novel mechanism for translating traditional Red Teaming exercises into a replicable and empirical research method. Although not a replacement for historical data, where available, DESSRT allows analysts and researchers to test theories about human decision-making, generate novel what-if insights to support planning efforts, and validate parameters within complex models.
红队被广泛用于发现漏洞、测试防御措施和预测新出现的威胁。它很少有系统地和大规模地进行,大大限制了对其结果的信心及其发现的普遍性。我们介绍了分布式的、经验的、系统的和可扩展的红队(DESSRT),这是一个将战术级红队转化为可复制的研究方法的框架。我们应用DESSRT来解决关于计算机断层扫描(CT)扫描仪的信息和可用性是否影响对手在航空安全中的决策。方法采用143名大学生作为方便样本,参与者在8小时的攻击计划练习中扮演对手。通过一个定制的工具,参与者被随机分配到三个基于历史案例的对手档案中,然后设计一个模拟攻击。之后,随机分配三次CT扫描仪注射中的一次,并询问参与者攻击计划的潜在变化(包括目标变化)。使用标准的关联统计检验评估分配剖面和CT扫描仪注射之间的差异。结果各剖面在爆炸物和武器包选择上差异无统计学意义,但安全规避方法存在差异。注射后,参与者同样有可能改变不同的策略,其中大多数(53%)至少改变了一个战术领域。当被问及改变目标时,大多数(18)人(27/143)报告说,CT扫描仪上的额外信息确实对他们改变目标的决定有一定影响。总体而言,DESSRT框架为将传统的红队训练转化为可复制的实证研究方法提供了一种新机制。尽管DESSRT不能替代历史数据,但在可用的情况下,它允许分析人员和研究人员测试有关人类决策的理论,生成支持规划工作的新颖假设见解,并验证复杂模型中的参数。
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引用次数: 0
Comparison of Knowledge Change in a Virtual Reality Simulation Across Four Platform Technologies 跨四种平台技术的虚拟现实仿真知识变化比较
IF 2 Q1 Social Sciences Pub Date : 2022-10-07 DOI: 10.1177/10468781221131352
Brian Cleveley, Karin Diane Hatheway-Dial, Lori Wahl, J. Peutz
Introduction There has been an increase in the delivery of educational and training content using computer-based simulations across a range of platforms. Minimal studies have compared the effectiveness of multiple digital delivery platforms with one another using the same simulation. Objective This research investigated differences in knowledge change due to the platform used for delivery of a stand-alone learning simulation. Methods A pretest–posttest design was used to evaluate 127 participants. Participants were randomly assigned to one of four conditions: desktop, tablet, mobile VR (Google Cardboard), and virtual reality headset. A pretest was given prior to participants’ completion of a learning simulation. Upon completion of the learning simulation, participants completed a posttest. Results This study indicated that all participants improved knowledge scores across the four platforms used to deliver the learning simulation. All participants positively increased their overall scores from the pretest to the posttest. There were no statistically significant differences in knowledge change between the four groups. Conclusion All participants positively increased their overall scores from the pretest to the posttest regardless of platform technology used to deliver the virtual reality learning simulation. This indicates that it is possible to effectively deliver the same learning simulation across different platforms that include a mix of 2D and immersive technologies.
引言使用计算机模拟在一系列平台上提供教育和培训内容的情况有所增加。最少的研究使用相同的模拟将多个数字交付平台的有效性进行了比较。目的本研究调查了由于用于提供独立学习模拟的平台而导致的知识变化的差异。方法采用前测-后测设计对127名参与者进行评估。参与者被随机分配到四种条件中的一种:台式机、平板电脑、移动VR(谷歌纸板)和虚拟现实耳机。在参与者完成学习模拟之前进行预测试。在完成学习模拟后,参与者完成了一项后测。结果本研究表明,所有参与者在用于提供学习模拟的四个平台上都提高了知识得分。从前测到后测,所有参与者的总体得分都呈正增长。四组之间的知识变化没有统计学上的显著差异。结论无论使用何种平台技术进行虚拟现实学习模拟,所有参与者从前测到后测的总分都呈正增长。这表明,有可能在不同的平台上有效地提供相同的学习模拟,这些平台包括2D和沉浸式技术的混合。
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引用次数: 1
Mastery learning and deliberate practice: Do simulationists need clarification? 掌握学习和深思熟虑的实践:模拟主义者需要澄清吗?
IF 2 Q1 Social Sciences Pub Date : 2022-10-07 DOI: 10.1177/10468781221132850
Timothy C. Clapper
Background When the concepts of mastery learning and deliberate practice are applied in accordance with their intended meaning, they can be used to create robust learning opportunities that can ensure that more learners achieve and maintain higher standards of competency. With the rapid expansion of healthcare simulation over the past 10–15 years, these concepts are not always described accurately in the literature, leaving those considering the use of these practices vulnerable to inaccurate interpretation and application. Aim The purpose of this article is to provide a much-needed clarification of mastery learning and deliberate practice for those conducting simulation-based education. This clarification includes defining background information on these two important concepts and suggestions for application. Conclusion An accurate understanding of mastery learning and deliberate practice can ensure that going forward, we properly design interventions, systems, and research protocols that can inform us about what works best for our learners.
背景当掌握学习和刻意练习的概念按照其预期含义应用时,它们可以用来创造强大的学习机会,确保更多的学习者达到并保持更高的能力标准。在过去的10-15年里,随着医疗模拟的快速扩展,这些概念在文献中并不总是得到准确的描述,这使得那些考虑使用这些实践的人很容易受到不准确解释和应用的影响。目的本文的目的是为那些进行模拟教育的人提供急需的掌握学习和深思熟虑的实践的澄清。这一澄清包括界定这两个重要概念的背景信息和应用建议。结论准确理解掌握学习和深思熟虑的实践可以确保我们正确设计干预措施、系统和研究方案,让我们知道什么对我们的学习者最有效。
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引用次数: 0
To Nudge or to Gamify – How to Repair Reality? Nudge还是Gamify——如何修复现实?
IF 2 Q1 Social Sciences Pub Date : 2022-10-04 DOI: 10.1177/10468781221127480
M. Schijven, T. Kikkawa
We may say that reality these days is broken. According to Jane McGonigal, that is no news, as that was the title of her groundbreaking and a must-read book back in 2011 (McGonigal, 2011). Jane extensively elaborated on escapism from reality, why games may make us better and succeed in life, and how games can change the world. A book a decade old, but is relevant to date as ever. As gaming may inspire us to cooperate and collaborate to repair what reality has broken, and gameplay may become a way of thinking and solving problems, rather than tinkering with a gadget. Now how to get people into a flow-zone, freely thinking how to solve everyday problems? Many theories about that, and in our thinking, we may find different games to play. Moving from playing a game, towards gamification and then shifting into nudging may be a very interesting concept. But little is to be found about the delicate, but important differences between gamification and nudging. Indeed, it is relevant to understand what sets them apart to maximize benefits. Gamification is a concept that has largely arisen from marketing. Behavior is believed to be the outcome from direct or indirect interaction with one’s surroundings, resulting from feedback in the form of rewards and/or punishments. Behavior is thus largely conditioned, having the player choose between options that are set out by the architect of the game. Setting out a game using game mechanics such as competition, rewards, accomplishments and often also punishments may activate people, engage theme and when well done, help people make better informed decisions for better outcomes in reality. Nudging, on the other hand, is all about free choice architecture. The master of the game, the game architect, provides players (aren’t we all?) in real life with framed options, providing choice. And s/he can make one option more appealing than the other
我们可以说,如今的现实已经破碎。根据Jane McGonigal的说法,这不是什么新闻,因为这是她2011年开创性的必读书的标题(McGonigal,2011)。Jane广泛阐述了对现实的逃避,为什么游戏可以让我们在生活中变得更好和成功,以及游戏如何改变世界。一本已有十年历史的书,但与以往一样具有相关性。游戏可能会激励我们合作和协作,修复现实所破坏的东西,而游戏可能会成为一种思考和解决问题的方式,而不是摆弄一个小工具。现在,如何让人们进入一个流动区,自由思考如何解决日常问题?关于这一点,有很多理论,在我们的思考中,我们可能会找到不同的游戏。从玩游戏转向游戏化,然后转向轻推可能是一个非常有趣的概念。但对于游戏化和轻推之间微妙但重要的区别,我们几乎没有发现什么。事实上,了解它们的区别以实现利益最大化是相关的。游戏化是一个很大程度上源于营销的概念。行为被认为是与周围环境直接或间接互动的结果,由奖励和/或惩罚形式的反馈产生。因此,行为在很大程度上是有条件的,让玩家在游戏架构师制定的选项之间进行选择。使用游戏机制(如竞争、奖励、成就,通常还有惩罚)来制定游戏,可以激活人们,参与主题,如果做得好,可以帮助人们做出更明智的决定,从而在现实中取得更好的结果。另一方面,Nudging是关于自由选择的架构。游戏大师,游戏架构师,在现实生活中为玩家(我们不是都是吗?)提供了框架式的选择,提供了选择。他/她可以让一种选择比另一种更有吸引力
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引用次数: 1
Offsetting Game—Framing Environmental Issues in the Design of a Serious Game 在严肃游戏设计中消除游戏框架环境问题
IF 2 Q1 Social Sciences Pub Date : 2022-09-28 DOI: 10.1177/10468781221126786
Nina V. Nygren, Ville Kankainen, Lucas Brunet
Background Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain framings of the issues they communicate about—some aspects are made more salient than others. However, frame analysis has not been widely used to analyze the design choices or the messages communicated by games. We analyze how these framings are designed into a game communicating about environmental issues. Aim To intervene in the emerging public discussion on BDO in Finland, we designed a land use board game and during the design process, played it with public and private stakeholders who would soon encounter and implement biodiversity offsetting policies in Finland. The aim of this article is to describe how our framings of BDO affected the design process and how those framings interacted with the design decisions we made. With our analysis, we want to contribute to the understanding of how framings and design choices interact in game design and how paying attention to framings is especially important for the design of SGs. Method We analyze how our framings of biodiversity offsetting and our design choices interact in game design. Our understanding of biodiversity offsetting guided our game design, but the design choices also contribute to the framing of the issue itself. Results Game design choices strongly frame the topic of the game and thus influence the function of a serious game. Thus, the framings of the topic should be considered carefully during the game design process, especially in the context of serious games.
背景生物多样性危机要求研究人员反思与不同利益相关者接触的工具和策略。我们建议,可以设计严肃的游戏,向利益相关者介绍一种新的环境政策工具,并交流对环境问题的研究。我们的案例是生物多样性抵消(BDO),这是一种新的政策工具,旨在协调自然保护与其他土地利用。与任何媒体一样,游戏为他们交流的问题提供了某些框架——有些方面比其他方面更突出。然而,框架分析并没有被广泛用于分析游戏的设计选择或传达的信息。我们分析了这些框架是如何被设计成一个交流环境问题的游戏的。目的为了干预芬兰正在兴起的关于BDO的公众讨论,我们设计了一个土地利用棋盘游戏,并在设计过程中与公共和私人利益相关者一起玩,他们很快就会在芬兰遇到并实施生物多样性抵消政策。本文的目的是描述我们的BDO框架如何影响设计过程,以及这些框架如何与我们做出的设计决策相互作用。通过我们的分析,我们希望有助于理解框架和设计选择在游戏设计中是如何相互作用的,以及关注框架对SG的设计是如何特别重要的。方法我们分析我们的生物多样性抵消框架和我们的设计选择在游戏设计中是如何相互作用的。我们对生物多样性抵消的理解指导了我们的游戏设计,但设计选择也有助于问题本身的框架。结果游戏设计的选择强烈地框定了游戏的主题,从而影响了严肃游戏的功能。因此,在游戏设计过程中,尤其是在严肃游戏的背景下,应该仔细考虑主题的框架。
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引用次数: 2
The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning 严肃游戏对医学生动机、心流和学习的影响
IF 2 Q1 Social Sciences Pub Date : 2022-09-23 DOI: 10.1177/10468781221123919
I. Zairi, M. Ben Dhiab, K. Mzoughi, I. Ben Mrad
Background and aim Serious games are interactive games with a purpose for education, developed generally under software technology, serious games also include tabletop games (board games and card games), and many of them are used in medical settings like hospital training. Previous work indicates that serious games can enhance students' motivation, interaction, and engagement. This study aimed to evaluate the effectiveness of a serious game on medical students' learning outcomes and determine its effect on students' flow and motivation and examine the relationship between the flow and motivation. Methods This was a prospective study performed for two years (2018-2019 and 2019-2020 academic years). A total of 108 third-year medical students participated in this study. Students were asked to play a serious game on a computer for twenty minutes. A set of questionnaires containing evaluation grids to measure the flow and the motivation were given to students. The effectiveness of the game was assessed using pre-and post-tests. Results Complete datasets were available for 97 students. Flow and motivation dimensions experienced by the students were generally high (mean = 54,5). Significant and positive relationships between the sub-scale of flow experience and intrinsic motivation to know, intrinsic motivation to experience simulation, and the three types of extrinsic motivation were found. There was a negative correlation between the flow dimension and intrinsic motivation toward accomplishments and amotivation. There was a significant difference between the mean scores of pre-tests and post-tests (p < .01). Conclusion The serious game is regarded as a particularly active and problem-solving form of learning that promote medical students' motivation, flow and learning achievements.
背景和目的严肃游戏是一种以教育为目的的互动游戏,通常在软件技术下开发,严肃游戏也包括桌面游戏(棋盘游戏和纸牌游戏),其中许多用于医院培训等医疗环境。先前的研究表明,严肃的游戏可以增强学生的动机、互动和参与度。本研究旨在评估严肃游戏对医学生学习结果的有效性,确定其对学生流动性和动机的影响,并考察流动性和动力之间的关系。方法这是一项为期两年(2018-2019和2019-2020学年)的前瞻性研究。共有108名医学三年级学生参与了这项研究。学生们被要求在电脑上玩一个严肃的游戏20分钟。向学生发放了一组包含评估网格的问卷,以测量流量和动机。游戏的有效性通过前后测试进行评估。结果97名学生获得了完整的数据集。学生所经历的流动和动机维度普遍较高(平均值=54.5)。流动体验的子量表与了解的内在动机、体验模拟的内在动机以及三种类型的外在动机之间存在显著的正相关关系。流动维度与成就和动机的内在动机呈负相关。测试前和测试后的平均得分之间存在显著差异(p<0.01)。结论严肃游戏被认为是一种特别积极和解决问题的学习形式,可以促进医学生的学习动机、流畅性和学习成绩。
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引用次数: 0
Unlocking the Methodology of Escape Rooms: Considerations for Conducting Applied Escape Rooms in Research 解锁逃生室的方法论——开展应用型逃生室研究的几点思考
IF 2 Q1 Social Sciences Pub Date : 2022-09-23 DOI: 10.1177/10468781221123595
Andrew C Griggs, E. Lazzara, Shawn M. Doherty, J. Keebler, B. Gewertz, Tara N. Cohen
Background Teams are the foundation of modern organizations. Many organizations are interested in interventions to bolster the effectiveness of their workforce. One viable intervention is an escape room. Escape rooms are engaging, team-based activities that require individuals to work together to complete multiple tasks in a limited amount of time. Purpose The purpose of this article is to provide ten considerations that are relevant to leveraging escape rooms as a means for data collection. Specifically, we offer guidance regarding pilot testing, equipment set-up, participant recruitment, briefing participants, progress monitoring, hints, room maintenance, data maintenance and analysis, and revising the room and study. Conclusion The considerations provided in this article can assist researchers when attempting to employ an escape room as a mechanism to collect data.
背景团队是现代组织的基础。许多组织都对提高员工效率的干预措施感兴趣。一个可行的干预措施是一个逃生室。逃生室是一种引人入胜的、基于团队的活动,需要个人在有限的时间内共同完成多项任务。目的本文的目的是提供十个与利用逃生室作为数据收集手段相关的注意事项。具体而言,我们提供有关试点测试、设备设置、参与者招募、向参与者介绍情况、进度监控、提示、房间维护、数据维护和分析以及修改房间和研究的指导。结论本文提供的考虑因素可以帮助研究人员在尝试使用逃生室作为收集数据的机制时提供帮助。
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引用次数: 0
Association between Clinical Simulation Design Features and Novice Healthcare Professionals’ Cognitive Load: A Systematic Review and Meta-Analysis 临床模拟设计特征与医疗保健专业新手认知负荷的关系:系统综述和荟萃分析
IF 2 Q1 Social Sciences Pub Date : 2022-08-21 DOI: 10.1177/10468781221120599
Alexandra Lapierre, C. Arbour, Marc-André Maheu-Cadotte, Billy Vinette, G. Fontaine, Patrick Lavoie
Background Clinical simulations are complex educational interventions characterized by several design features, which have the potential to influence cognitive load, that is, the mental effort required to assimilate new information and learn. This systematic review and meta-analysis explored the associations between simulation design features and cognitive load in novice healthcare professionals. Methods Based on the Joanna Briggs Institute methodology, a search was performed in five databases for quantitative studies in which the cognitive load of novice healthcare professionals was measured during or after a simulation activity. Each clinical simulation was coded to describe its design features. Univariate and multivariate mixed model analyses were performed to explore the associations between simulation design features and cognitive load. Results From 962 unique records, 45 studies were included and 27 provided enough data on subjective cognitive load (i.e., Paas Scale and NASA-Task Load Index scores) to be meta-analyzed. In the multivariate analysis for the NASA-Task Load Index scores, each repetition of a simulation using the same scenario resulted in a linear decrease in cognitive load. In contrast, technology-based instruction before or during a simulation activity was associated with higher cognitive load. In the univariate analyses, other features such as feedback and instructor presence were also statistically associated with cognitive load. Regarding the univariate analyses of the Paas Scale scores, simulator type, briefing, debriefing, and repetitive practice were statistically associated with cognitive load. Conclusion This is the first meta-analysis exploring the relationship between clinical simulation design features and novice healthcare professionals’ cognitive load. Although the findings show that several design features can potentially increase or decrease cognitive load, several gaps and inconsistencies in the current literature make it difficult to appreciate how such reciprocity influences novice healthcare professionals’ learning. These limitations are discussed and avenues for educators and further research are suggested.
背景临床模拟是一种复杂的教育干预措施,具有几个设计特征,这些特征有可能影响认知负荷,即吸收新信息和学习所需的脑力劳动。这项系统综述和荟萃分析探讨了新手医疗保健专业人员的模拟设计特征与认知负荷之间的关系。方法基于乔安娜·布里格斯研究所的方法,在五个数据库中进行定量研究,在这些研究中,新手医疗保健专业人员的认知负荷是在模拟活动期间或之后测量的。每个临床模拟都被编码以描述其设计特征。进行了单变量和多变量混合模型分析,以探索模拟设计特征与认知负荷之间的关联。结果从962份独特的记录中,纳入了45项研究,其中27项提供了足够的主观认知负荷数据(即Paas量表和NASA任务负荷指数得分)进行荟萃分析。在NASA任务负荷指数得分的多变量分析中,每次重复使用相同场景的模拟都会导致认知负荷的线性下降。相反,在模拟活动之前或期间,基于技术的教学与更高的认知负荷有关。在单变量分析中,反馈和教师在场等其他特征也与认知负荷有统计学关联。关于Paas量表得分的单变量分析,模拟器类型、简报、汇报和重复练习在统计学上与认知负荷相关。结论这是首次探讨临床模拟设计特征与新手医疗保健专业人员认知负荷之间关系的荟萃分析。尽管研究结果表明,一些设计特征可能会增加或减少认知负荷,但当前文献中的一些空白和不一致之处使人们很难理解这种互惠关系如何影响新手医疗保健专业人员的学习。讨论了这些局限性,并提出了教育工作者和进一步研究的途径。
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引用次数: 4
Roles of Serious Game in Diabetes Patient Education 严肃游戏在糖尿病患者教育中的作用
IF 2 Q1 Social Sciences Pub Date : 2022-08-18 DOI: 10.1177/10468781221120686
Chen Ling, Shriram Seetharaman, L. Mirza
Background Diabetes affects many people across the world. Diabetes education plays a critical role in helping people with diabetes to perform diabetes self-management at home. Intervention We explored whether serious games can be used as a supplementary tool for diabetes education. Two online video games- the “Diabetic Dog” game and “Carb Counting with Lenny the Lion” game, were used for the study. Methods Fourteen patients with Type II diabetes were recruited from the Norman Diabetes Center by personal invitations. After initial training, the patients played the games a minimum of four times per week during the two-week study duration. Pre- and post-assessments of patients' diabetes knowledge and self-efficacy in diabetes self-management behaviors were performed using questionnaires, and an interview was conducted at the end to gauge the effectiveness of the game intervention. Results The results from the questionnaires show a general trend of improvement in patient diabetes knowledge and self-efficacy in diabetes self-management. A general trend of improvements in patients’ self-efficacy in controlling blood sugar level, handling abnormal blood sugar levels, taking insulin, and complying with a diabetes diet was observed. The interview results showed that the patients reinforced their diabetes knowledge and became more aware of their own lifestyles by playing diabetes educational games. They perceived the games as fun and easy to play. They also provided suggestions for the game design for diabetes education. Conclusion The study showed that serious game intervention had good potential to be a useful supplement to clinic-based diabetes education in improving patient diabetes knowledge and increasing patient self-efficacy in diabetes self-management behavior.
糖尿病影响着全世界许多人。糖尿病教育在帮助糖尿病患者在家中进行糖尿病自我管理方面发挥着关键作用。我们探讨了严肃游戏是否可以作为糖尿病教育的辅助工具。两款在线视频游戏——“糖尿病狗”游戏和“与狮子伦尼一起计算碳水化合物”游戏——被用于研究。方法通过个人邀请,从诺曼糖尿病中心招募14例2型糖尿病患者。在最初的训练之后,在为期两周的研究期间,患者每周至少玩四次游戏。采用问卷的方式对患者的糖尿病知识和糖尿病自我管理行为的自我效能感进行前、后评估,最后进行访谈,评估游戏干预的有效性。结果问卷调查结果显示,患者糖尿病知识和糖尿病自我管理的自我效能感均有提高的趋势。观察到患者在控制血糖水平、处理异常血糖水平、服用胰岛素和遵守糖尿病饮食方面的自我效能感有提高的总体趋势。访谈结果显示,通过糖尿病教育游戏,患者强化了糖尿病知识,对自己的生活方式有了更清晰的认识。他们认为这些游戏有趣且容易玩。并对糖尿病教育游戏设计提出建议。结论重度游戏干预在提高患者糖尿病知识和提高患者糖尿病自我管理行为自我效能方面具有良好的潜力,是临床糖尿病教育的有益补充。
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引用次数: 1
“What if We Explore…” Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE “如果我们探索……”促进山地救援的参与式学习和合作
IF 2 Q1 Social Sciences Pub Date : 2022-08-17 DOI: 10.1177/10468781221120690
Denise M. Bressler, M. S. Tutwiler, Amanda Siebert-Evenstone, Leonard A. Annetta, Jason A. Chen
Background According to the Committee on STEM Education, K-12 science students need access to learning experiences that promote collaboration and engagement. To fill that void, we need to develop activities that stimulate engaged learning and scaffold effective collaboration. K-12 teacher candidates see value in utilizing games for this purpose. Specifically, tabletop science games can help teachers engage students in science learning and scaffold collaboration. Aim For this study, we designed a collaborative, STEM-themed card game called MOUNTAIN RESCUE and explored its capacity to promote engaged learning and collaboration. Method Four groups of STEM campers (n = 14) in a suburban Mid-Atlantic region played MOUNTAIN RESCUE. All groups had a mix of boys and girls. Play-testers ranged from 10–13 years old. The tabletop game took approximately 30-minutes. During gameplay, players embodied unique STEM roles: physicist, chemist, structural engineer, and electrical engineer. They collaborated to solve challenges related to electricity, physics, chemistry, and engineering design. Discourse was audio-recorded throughout gameplay. Immediately after gameplay, self-report survey data were collected to assess flow and perceptions of collaborative learning. Results Findings demonstrated that the game promoted engagement and collaboration. Specifically, students had a flow-like experience and felt positively about the game's value for collaborative learning. Utterances demonstrating active engagement and constructive thinking became more group-focused over time. Conclusion This study contributes to science education by demonstrating potential benefits of a well-designed, low-tech, science learning environment or—in other words—a tabletop game.
背景根据STEM教育委员会的说法,K-12理科学生需要获得促进合作和参与的学习体验。为了填补这一空白,我们需要开展活动,激发参与式学习,并建立有效的合作。K-12教师候选人看到了利用游戏达到这一目的的价值。具体来说,桌面科学游戏可以帮助教师让学生参与科学学习和支架合作。目的在这项研究中,我们设计了一款名为“山地救援”的STEM主题合作纸牌游戏,并探索了其促进参与式学习和合作的能力。方法4组STEM营员(n=14)在大西洋中部郊区进行山地救援。所有小组都有男孩和女孩。游戏测试者年龄在10-13岁之间。桌面游戏花了大约30分钟。在游戏中,玩家扮演了独特的STEM角色:物理学家、化学家、结构工程师和电气工程师。他们合作解决了与电学、物理、化学和工程设计相关的挑战。对话是在整个游戏过程中录制的音频。游戏结束后,立即收集自我报告的调查数据,以评估协作学习的流程和感知。结果研究结果表明,游戏促进了参与和协作。具体来说,学生们有着流畅的体验,并对游戏对协作学习的价值感到积极。随着时间的推移,表现出积极参与和建设性思维的话语变得更加注重群体。结论本研究通过展示精心设计、低技术、科学学习环境或桌面游戏的潜在好处,为科学教育做出了贡献。
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引用次数: 1
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