An evaluation study on gamified online learning experiences and its acceptance among medical students.

Ci ji yi xue za zhi = Tzu-chi medical journal Pub Date : 2019-06-06 eCollection Date: 2020-04-01 DOI:10.4103/tcmj.tcmj_5_19
May Honey Ohn, Khin-Maung Ohn
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Abstract

Objective: The successful application of gamification in different educational settings shows that the use of gamification in medical education may be an effective solution. Even though many studies have been conducted to investigate the efficacy of the integration of gamification to different education curriculums, few studies have examined the reactions, behaviors, and attitudes of learners toward the use of gamification in medical education. Hence, this study aimed to evaluate the medical students' learning experience and acceptance of the use of gamification for the delivery of electrocardiogram lessons.

Materials and methods: A qualitative research method was used to generate findings in this study. The data collection methods included focus group discussions and interviews. Triangulation methods were used to ensure the validity and reliability of the qualitative data analyzed in this study. The thematic analysis of the data collected in this study helped to garner insights into the perception of participants and experts about the use of GaMed@ for the delivery of ECG lessons.

Results: A total number of 32 medical students and four experts in the fields of user experience, communication, social psychology, and game design participated in this study. The findings showed that in spite of the negative reports about the user experience and application of GaMed@™, the participants and experts affirmed its positive impact on the increased motivation and engagement of users.

Conclusions: The impact of this concept can be maximized by tailoring the game design to foster-positive learning attributes, behaviors, and outcomes in students. However, further research studies must be conducted to investigate the impact of gamification designs on specific learning outcomes in students.

Abstract Image

关于游戏化在线学习体验及其在医学生中接受程度的评估研究。
目的游戏化在不同教育环境中的成功应用表明,在医学教育中使用游戏化可能是一种有效的解决方案。尽管已有许多研究探讨了将游戏化融入不同教育课程的效果,但很少有研究探讨学习者对在医学教育中使用游戏化的反应、行为和态度。因此,本研究旨在评估医学生的学习体验以及对在心电图课程中使用游戏化的接受程度:本研究采用定性研究方法得出结论。数据收集方法包括焦点小组讨论和访谈。为确保本研究分析的定性数据的有效性和可靠性,采用了三角测量法。对本研究中收集的数据进行主题分析,有助于深入了解参与者和专家对使用 GaMed@™ 讲授心电图课程的看法:共有 32 名医科学生和 4 名用户体验、沟通、社会心理学和游戏设计领域的专家参与了本研究。研究结果表明,尽管GaMed@™在用户体验和应用方面存在负面报道,但参与者和专家都肯定了它对提高用户积极性和参与度的积极影响:结论:通过调整游戏设计,培养学生积极的学习属性、行为和结果,可以最大限度地发挥这一概念的影响。然而,还必须开展进一步的研究,探讨游戏化设计对学生具体学习成果的影响。
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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