肾岛宝藏》:评估游戏化模块,同时促进学生学习。

IF 2 Q2 NURSING SAGE Open Nursing Pub Date : 2024-10-17 eCollection Date: 2024-01-01 DOI:10.1177/23779608241290683
Shinu Joy, Kimberly Rumsey, Meredith Ford
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引用次数: 0

摘要

导言:随着创新技术的融入,护理教育不断发展,旨在提高学生的参与度和对复杂医学概念的理解。游戏化,即在非游戏环境中应用游戏元素,成为护理教育中一种前景广阔的工具:教师与教学设计人员合作开发了护理教育游戏化模块 "肾岛宝藏"。教师利用自己的专业知识,提供内容知识并确定关键的游戏元素,而设计师则精心设计虚拟世界和故事情节,使学习体验情景化。该模块已在课程中实施,并通过游戏体验量表(GAMEX)征求了学生的反馈意见,该量表是评估游戏化学习体验的有效工具。此外,还对考试成绩进行了分析,以确定游戏化模块对学习成果的影响:结果:通过分析学生对 GAMEX 工具的反应,发现他们对游戏化肾脏模块的看法良好。具体而言,77.3%的学生认为该模块促进了他们对肾脏病内容的理解,表明其在知识获取方面的功效。此外,71% 的学生表示希望获得更多的游戏化模块,这突出表明了他们对这种教学方法的参与度和兴趣。然而,尽管获得了积极的反馈,实施后的考试成绩却没有明显的差异:本项目的研究结果凸显了游戏化作为一种互动学习方法在护理教育中的潜力。虽然游戏化肾脏模块在促进理解的有效性方面得到了学生的积极反馈,但考试成绩没有明显提高,因此需要进一步改进。通过吸收学生的反馈意见并对模块进行相应的修改,护理教育者可以利用游戏化来弥补理论知识与临床判断之间的差距。开发更多游戏化模块有望丰富学习体验,为护理专业学生适应复杂的临床实践做好准备。
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The Treasures of Renal Isle: Evaluating a Gamified Module While Enhancing Student Learning.

Introduction: Nursing education continues to evolve with the integration of innovative technologies aimed at enhancing student engagement and understanding of complex medical concepts. Gamification, the application of game elements in nongame contexts, emerges as a promising tool in nursing education.

Method: Faculty members collaborated with instructional designers to develop, The Treasures of the Renal Isles, a gamified module for nursing education. Drawing upon their expertise, faculty provided content knowledge and identified key gaming elements, while designers crafted a virtual world and storyline to contextualize the learning experience. The module was implemented within the curriculum, and student feedback was solicited through the Gameful Experience Scale (GAMEX), a validated tool for assessing gamified learning experiences. Additionally, exam scores were analyzed to determine the gamified module's impact on learning outcomes.

Results: Analysis of student responses to the GAMEX tool revealed favorable perceptions of the gamified renal module. Specifically, 77.3% of students believed that the module facilitated their understanding of renal content, indicating its efficacy in knowledge acquisition. Moreover, 71% of students expressed a desire for additional gamified modules, highlighting their engagement and interest in this instructional approach. However, despite positive feedback, no significant differences in test scores were observed postimplementation.

Conclusion: The findings of this project highlight the potential of gamification as an interactive learning method in nursing education. While the gamified renal module received positive feedback from students regarding its effectiveness in facilitating understanding, the lack of significant improvement in test scores warrants further refinement. By incorporating student feedback and revising the module accordingly, nursing educators can utilize gamification to bridge the gap between theoretical knowledge and clinical judgment. The development of additional gamified modules holds promise for enriching the learning experience and preparing nursing students for the complexities of clinical practice.

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来源期刊
CiteScore
2.10
自引率
5.00%
发文量
106
审稿时长
15 weeks
期刊最新文献
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