Guidelines for designing and implementing game-based learning in comparative anatomy education.

IF 5.1 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Arthur Chin Haeng Lau, Renato Lopes Previdelli
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引用次数: 0

Abstract

Game-based learning (GBL) is increasingly used in health professions anatomy education to promote engagement, knowledge acquisition, collaboration, and application of knowledge. However, its application to comparative veterinary anatomy remains fragmented, with limited guidance on how games can be systematically designed around the specific demands of learning anatomy across different species and body systems. This article proposes a context-specific framework for the design and implementation of GBL specifically in comparative anatomy education, integrating principles of serious game design, instructional design, motivation, and knowledge consolidation. The framework conceptualizes GBL as an iterative process comprising four interconnected components: design, game cycle, drivers and product, and consolidation. Building on this framework, this discursive article presents a step-by-step approach for educators covering pedagogical justification, selection of appropriate anatomical content, definition of learning outcomes and game goals, identification of learners and context, game design and alignment, pilot testing and iteration, legal and ethical considerations, and curricular implementation. Examples of puzzles, matching games, virtual and augmented reality activities, quizzes, simulations, and role-playing games are presented to illustrate how different game mechanics can address specific challenges and learning outcomes in teaching and learning comparative anatomy. This discursive article also explores accessibility, inclusivity, sustainability, and resource requirements for implementing GBL in comparative anatomy education, providing practical guidance for educators seeking to develop purposeful, scalable, and educationally aligned GBL interventions.

比较解剖学教学中游戏学习的设计与实施指南。
基于游戏的学习(GBL)越来越多地用于卫生专业解剖学教育,以促进参与、知识获取、协作和知识应用。然而,它在比较兽医解剖学中的应用仍然是零散的,关于如何围绕不同物种和身体系统学习解剖学的特定需求系统地设计游戏的指导是有限的。本文为比较解剖学教育中GBL的设计和实施提出了一个特定情境的框架,整合了严肃游戏设计、教学设计、动机和知识巩固的原则。该框架将GBL定义为包含四个相互关联组件的迭代过程:设计、游戏周期、驱动程序和产品以及整合。在此框架的基础上,本文为教育工作者提供了一种循序渐进的方法,包括教学论证、适当解剖内容的选择、学习成果和游戏目标的定义、学习者和背景的识别、游戏设计和校准、试点测试和迭代、法律和道德考虑以及课程实施。拼图、配对游戏、虚拟和增强现实活动、测验、模拟和角色扮演游戏的例子展示了不同的游戏机制如何在教学和学习比较解剖学中解决特定的挑战和学习成果。本文还探讨了在比较解剖学教育中实施GBL的可及性、包容性、可持续性和资源需求,为寻求发展有目的、可扩展和与教育相一致的GBL干预措施的教育工作者提供实用指导。
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
Anatomical Sciences Education
Anatomical Sciences Education Anatomy/education-
CiteScore
10.30
自引率
39.70%
发文量
91
期刊介绍: Anatomical Sciences Education, affiliated with the American Association for Anatomy, serves as an international platform for sharing ideas, innovations, and research related to education in anatomical sciences. Covering gross anatomy, embryology, histology, and neurosciences, the journal addresses education at various levels, including undergraduate, graduate, post-graduate, allied health, medical (both allopathic and osteopathic), and dental. It fosters collaboration and discussion in the field of anatomical sciences education.
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