通过游戏式学习加强循证实践的教与学

Rosy Swee Cheng Tay, Debby Regina Wegner, Li Siong Lim, Joshua Ting, Shu Ting Ong
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摘要

导言:新加坡科技学院-格拉斯哥大学(SIT-UofG)护理课程在讲授循证实践(EBP)模块时,传统上一直采用说教式教学方法。为了鼓励学生通过游戏进行主动学习,该课程采用了一种混合教学法,即游戏式学习(GBL)。方法:随机对照试验在2021/22学年,新加坡理工学院(SIT)的100名护理专业学生在一年级学习了EBP模块,并在此基础上开展了一项随机对照试验(RCT)。实验组(27 人)通过在线 GBL 干预和 EBP 模块进行学习,而对照组(27 人)则单独学习 EBP 模块。GBL 包括五个学习任务和三个案例研究。结果实验组(22 人)和对照组(15 人)均对 EBP 模块的传统内容和授课方式表示高度满意。实验组对 GBL 干预的参与度很高;单样本统计分析证实了参与度的显著水平(p<0.001)。然而,曼-惠特尼 U 检验发现,两组的持续评估(CA)得分没有明显差异(P=0.507 和 0.461)。结论引入旨在提供与学习成果直接相关的教育内容的 GBL,提高了护理专业学生在 EBP 模块中的参与度。这些研究结果和发现可用于改进对EBP模块的GBL干预,从而对学生的CA评分产生更积极的影响,进而对学生的学习产生更积极的影响。关键词循证教学、循证实践(EBP)、护理教育、基于游戏的学习(GBL)、EBP教学、护理学生、游戏化
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Enhancing teaching and learning of evidence-based practice via game-based learning
Introduction: The Singapore Institute of Technology-University of Glasgow (SIT-UofG) Nursing Programme has traditionally taken a didactic teaching approach in the delivery of the Evidence-Based Practice (EBP) module. A hybrid approach was introduced using Game-Based Learning (GBL) to encourage active learning through gameplay. Methods: A Randomised Controlled Trial (RCT) was undertaken encompassing a cohort of 100 Nursing students taking the EBP module in their first year at the Singapore Institute of Technology (SIT) in the 2021/22 academic year. The experimental group (n=27) worked through the online GBL intervention and the EBP module, while the control group (n=27) took the EBP module alone. The GBL included five Learning Quests and three case studies. Results: High levels of satisfaction were reported by both the experimental group (n=22) and the control group (n=15) on the traditional content and delivery of the EBP module. High levels of engagement were reported by the experimental group on the GBL intervention; a one-sample statistics analysis confirming a significant level of engagement (p<0.001). A Mann-Whitney U Test, however, found no significant difference in the Continuous Assessment (CA) scores of the two groups (p=0.507 and 0.461). Conclusion: The introduction of GBL designed to deliver educational content directly associated with the learning outcomes increased the nursing student engagement in the EBP module. These findings and discoveries can be utilised to improve the GBL intervention to the EBP module to have a more positive impact the student CA scores and therefore on student learning. Keywords: Evidence-Based Teaching, Evidence-Based Practice (EBP), Nursing Education, Game-Based Learning (GBL), Teaching and Learning EBP, Nursing Students, Gamification
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