关于艾滋病毒/艾滋病羞辱和歧视的游戏化教育学习路径(REDXIR):设计、开发和试点研究

F. Doroudi, Helia Ashourizadeh, Sara Moosapour, Ali Ganjizadeh, Alireza Ranjbar Shourabi, A. Parnia, Fereshteh Kazemipour, Minoo Mohraz, Zahra Bayat Jozani
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引用次数: 0

摘要

背景:与艾滋病毒/艾滋病相关的羞辱和歧视是控制艾滋病毒疫情的主要障碍之一。医疗机构中的歧视行为使人们无法获得高质量的医疗服务。方法:本研究介绍了新型网络应用程序("REDXIR")的设计、开发和试点研究,该程序基于行为和游戏化原则设计,旨在消除卫生专业学生中与艾滋病相关的歧视行为。REDXIR 的故事情节设定在一个想象的世界中,学生们的旅程就像一个 10 级的游戏,每一级由若干个任务组成,并有一定的分数。参与者必须完成任务,达到最低分数才能通过每一关。最后,每个人都将成为不仅掌握知识,而且有能力在该领域进行适当教育和宣传的人。结果:在伊朗德黑兰的六所医科大学进行了试点。评估了教学设计的可行性,特别是艾滋病教育领域的游戏化策略,以及在更大范围内运行该计划的执行功能。共有 241 名学生参与其中,执行了 1952 项任务。项目评估显示,平均满意度为 4.16 分(从最低的 1 分到最高的 5 分),参与者认为他们的学习非常实用,游戏化方法适合艾滋病教育。结论一个有意义的在线医学教育项目游戏化设计可以成为一种合适的、实用的学习模式,以减少卫生专业学生对艾滋病病毒/艾滋病的羞辱和歧视。
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Gamified Educational Learning Path on HIV/AIDS Stigma and Discrimination (REDXIR): Design, Development and Pilot Study
Background: HIV/AIDS-related stigma and discrimination are among the main barriers to controlling the HIV epidemic. Discriminatory behavior in healthcare settings deprives people of accessing high-quality health services. Methods: This study presents the design, development, and pilot study of a novel web-based application (“REDXIR”), which is designed based on behavioral and gamification principles and aims to eliminate HIV/AIDS-related discriminatory behavior among health professions students. REDXIR storyline is set in an imaginary world where the students' journey is like a 10-level game, in which each level consists of several missions with a certain amount of score. The participants have to accomplish the mission to reach the minimum amount of score to pass each level. Finally, each becomes an individual who has not only the knowledge but also the competency to educate and advocate appropriately in the field. Results: The pilot was done in six medical sciences universities in Tehran, Iran. The feasibility of the instructional design, specifically gamification strategies in the field of HIV education, and the executive functions to run the program on a bigger scale were evaluated. In total, 241 students were included and performed 1952 missions. The program evaluation showed a mean satisfaction score of 4.16 (from 1, the lowest, to 5, the highest) and participants considered their learning practical and gamification method appropriate for HIV education. Conclusion: A meaningful gamification design for an online medical education program could be a suitable, functional, and applicable learning model to reduce HIV/AIDS stigma and discrimination among health professions students.
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来源期刊
CiteScore
2.40
自引率
0.00%
发文量
90
审稿时长
8 weeks
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