Exploring students' experience with game-based learning: a descriptive study.

Q3 Dentistry
Canadian Journal of Dental Hygiene Pub Date : 2025-06-01
Nazlee Sharmin, Malav Shah, Ava K Chow
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引用次数: 0

Abstract

Background: Game-based learning aims to promote student engagement and boost motivation in the classroom. However, creating long-term motivation in an education game is challenging and requires a balance between "fun" and "educational" objectives. The gaming platform Gimkit allows educators to create, host, and play quiz-based games in class and host game-based homework in learning management systems. Gimkit was introduced in 2 dental hygiene courses at a Canadian university: one was offered in person; the other was asynchronous online. This study aimed to explore students' perception of game-based learning experiences, their choice of game modes, and their source of motivation.

Methods: Students from the second and third years of the dental hygiene program were invited to participate in a voluntary online survey to collect their perceptions of either the live quiz game or the game-based homework assignments, their choice of game mode, and their motivation to play. Descriptive statistics were applied to analyze the survey data.

Results: Thirty-five percent (n = 15) of the in-person class and thirty percent (n = 14) of the online class completed the voluntary survey. All participants from the online and in-person groups strongly agreed that they improved their knowledge by playing the game.

Discussion: Students were largely motivated extrinsically and played the game to learn course content. Students from the in-person class were driven towards Gimkit live quiz games by in-class competition. For online students, the "challenge of the game" was the most attractive feature of Gimkit.

Conclusion: Game-based learning with Gimkit can motivate dental hygiene students and promote self-determination.

探索学生以游戏为基础的学习经验:一项描述性研究。
背景:以游戏为基础的学习旨在促进学生的参与,提高课堂积极性。然而,在教育类游戏中创造长期动机是具有挑战性的,需要在“乐趣”和“教育”目标之间取得平衡。游戏平台Gimkit允许教育工作者在课堂上创建、主持和玩基于测验的游戏,并在学习管理系统中主持基于游戏的家庭作业。加拿大一所大学在两门口腔卫生课程中引入了Gimkit:一门是亲自授课;另一个是异步在线。本研究旨在探讨学生对游戏学习体验的认知、游戏模式的选择以及动机的来源。方法:邀请口腔卫生专业二年级和三年级的学生参加一项自愿在线调查,收集他们对现场问答游戏或基于游戏的家庭作业的看法,他们对游戏模式的选择以及他们玩游戏的动机。采用描述性统计方法对调查数据进行分析。结果:35% (n = 15)的面对面课程和30% (n = 14)的在线课程完成了自愿调查。所有在线和面对面小组的参与者都强烈同意,他们通过玩游戏提高了自己的知识。讨论:学生在很大程度上受到外在的激励,通过玩游戏来学习课程内容。通过课堂比赛,现场班的学生被推向了Gimkit现场答题游戏。对于在线学生来说,“游戏的挑战”是Gimkit最吸引人的特点。结论:使用Gimkit进行游戏式学习可以激发口腔卫生学生的学习积极性,提高学生的自主性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Canadian Journal of Dental Hygiene
Canadian Journal of Dental Hygiene Medicine-Medicine (all)
CiteScore
2.80
自引率
0.00%
发文量
0
期刊介绍: The Canadian Journal of Dental Hygiene (CJDH), established in 1966, is the peer-reviewed research journal of the Canadian Dental Hygienists Association. Published in February (electronic-only issue), June, and October, CJDH welcomes submissions in English and French on topics of relevance to dental hygiene practice, education, policy, and theory.
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