Attitudes Toward and Preconditions for Digital Game-Based Learning Among Public Health and Health Sciences Students: Cross-Sectional Online Survey Study.

IF 13.9 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Kamil J Wrona, Joanna Albrecht, Anne Krümmel, Leona Aschentrup, Christoph Dockweiler, Timothy Mc Call
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引用次数: 0

Abstract

Background: Digital game-based learning (DGBL) is gaining traction in medical and nursing education, but its integration into public health and health sciences curricula remains limited. This study addresses this research gap by exploring student perspectives, use patterns, and expectations regarding DGBL within German public health study programs.

Objective: The study investigated how public health and health sciences students perceive DGBL and identified conditions that promote or hinder its integration into academic training for public health professionals.

Methods: A cross-sectional online survey was conducted from January 2021 to March 2024. A total of 444 students participated, with 326 completing the questionnaire. The instrument combined closed- and open-ended questions on sociodemographic characteristics, digital media use, attitudes toward DGBL, and structural and pedagogical requirements. Quantitative data were analyzed descriptively using SPSS; qualitative data were evaluated using MAXQDA and Kuckartz structured content analysis.

Results: The sample consisted predominantly of full-time students enrolled in bachelor's or master's programs in public health and health communication. Digital media are widely used for communication (n=320, 98.2%), information search (n=291, 89.3%), and entertainment (n=268, 82.2%) in daily student routines. In contrast, video gaming and online shopping play a minor role. Students expressed a generally positive attitude toward DGBL, particularly in practical learning contexts such as exam preparation, visualizing complex content, and knowledge checks. High agreement was found for using DGBL in modules such as Prevention and Health Promotion (n=277, 84.9%), Epidemiology and Statistics (n=271, 83.2%), and Population Medicine (n=251, 76.7%). Preferred devices include desktop PCs, tablets, and smartphones, while immersive technologies such as virtual reality or augmented reality glasses or consoles are less favored. Students highlighted specific prerequisites for DGBL integration: a functioning technical infrastructure (n=321, 98.5%), media-literate teaching staff (n=311, 95.4%), and compliance with data protection standards (n=303, 93%). Furthermore, students valued user-friendly design (n=255, 78.2%), technical reliability (n=299, 91.7%), clear feedback (n=236, 72.4%), and flexibility regarding the time and place of use (n=307, 94.2%). Game elements such as animations, multimedia, and reward systems were appreciated, whereas features such as 3D graphics, avatars, and multiplayer modes were considered less important.

Conclusions: The findings show a high willingness among students to engage with DGBL, especially when its design emphasizes clarity, usability, and relevance to course content. Emotional safety, flexible access, and pedagogical integration are more decisive than immersive game features. To effectively implement DGBL in public health education, developers and educators should cocreate low-threshold, didactically sound applications that align with students' preferences and study realities. Future research should assess learning outcomes and emotional effects longitudinally and explore scalable implementation strategies.

公共卫生和健康科学专业学生对数字游戏学习的态度和前提条件:横断面在线调查研究。
背景:基于数字游戏的学习(DGBL)在医学和护理教育中越来越受欢迎,但其与公共卫生和健康科学课程的整合仍然有限。本研究通过探索德国公共卫生研究项目中关于DGBL的学生观点、使用模式和期望,解决了这一研究差距。目的:本研究调查了公共卫生和健康科学专业学生对DGBL的认知,并确定了促进或阻碍DGBL融入公共卫生专业人员学术培训的条件。方法:于2021年1月至2024年3月进行横断面在线调查。共有444名学生参与,其中326人完成了问卷调查。该工具结合了关于社会人口特征、数字媒体使用、对DGBL的态度以及结构和教学要求的封闭式和开放式问题。定量数据采用SPSS进行描述性分析;采用MAXQDA和Kuckartz结构化内容分析对定性数据进行评价。结果:样本主要由公共卫生和卫生传播专业的本科或硕士全日制学生组成。在学生的日常生活中,数字媒体广泛用于交流(n=320, 98.2%)、信息搜索(n=291, 89.3%)和娱乐(n=268, 82.2%)。相比之下,视频游戏和网上购物所起的作用较小。学生们普遍对DGBL持积极态度,特别是在考试准备、复杂内容可视化和知识检查等实际学习环境中。DGBL在预防与健康促进(n=277, 84.9%)、流行病学与统计学(n=271, 83.2%)和人口医学(n=251, 76.7%)等模块的使用一致性较高。首选设备包括台式电脑、平板电脑和智能手机,而虚拟现实或增强现实眼镜或游戏机等沉浸式技术则不太受欢迎。学生们强调了整合DGBL的具体先决条件:功能齐全的技术基础设施(n=321, 98.5%),精通媒体的教学人员(n=311, 95.4%),以及遵守数据保护标准(n=303, 93%)。此外,学生对用户友好的设计(n=255, 78.2%)、技术可靠性(n=299, 91.7%)、明确的反馈(n=236, 72.4%)和使用时间和地点的灵活性(n=307, 94.2%)的评价也较高。动画、多媒体和奖励系统等游戏元素受到赞赏,而3D图像、虚拟角色和多人模式等功能则被认为不那么重要。结论:研究结果表明,学生非常愿意使用DGBL,特别是当它的设计强调清晰、可用性和与课程内容的相关性时。情感安全、灵活访问和教学整合比沉浸式游戏功能更具决定性。为了在公共卫生教育中有效地实施DGBL,开发人员和教育工作者应该共同创建符合学生偏好和学习现实的低门槛、教学合理的应用程序。未来的研究应纵向评估学习成果和情绪影响,并探索可扩展的实施策略。
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
JMIR Medical Education
JMIR Medical Education Social Sciences-Education
CiteScore
6.90
自引率
5.60%
发文量
54
审稿时长
8 weeks
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