Dragana Simin, Vladimir Dolinaj, Nina Brkić-Jovanović, Branislava Brestovački-Svitlica, Dragana Milutinović
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Immediately after the EER activity, the Gameful Experience Scale (GAMEX) assessed students' GE across six dimensions (Enjoyment, Absorption, Creative Thinking, Activation, Absence of Negative Effects and Dominance). All students solved the puzzles in the allotted time and 'escaped from the room.' Median escape time from face-to-face EER was 39.2 (IQR = 2.1), from online 37.4 (IQR = 4.1), and hybrid 37.2 (IQR = 3.5) minutes. By comparing GE students in three EER models, significant differences were found in five dimensions of the GAMEX scale. Students in face-to-face EER enjoyed significantly more (<i>p</i> < 0.001) and thought more creatively (<i>p</i> < 0.001), while the GE of online model students indicated significantly higher levels of activation (<i>p</i> < 0.001), dominance (<i>p</i> < 0.001), and negative effect (<i>p</i> < 0.001). In the face-to-face and hybrid models, students' GE were more moderate in these dimensions. All EER models can generate positive emotions with moderate negative effects, aligning with the goals of EERs as educational games. 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Median escape time from face-to-face EER was 39.2 (IQR = 2.1), from online 37.4 (IQR = 4.1), and hybrid 37.2 (IQR = 3.5) minutes. By comparing GE students in three EER models, significant differences were found in five dimensions of the GAMEX scale. Students in face-to-face EER enjoyed significantly more (<i>p</i> < 0.001) and thought more creatively (<i>p</i> < 0.001), while the GE of online model students indicated significantly higher levels of activation (<i>p</i> < 0.001), dominance (<i>p</i> < 0.001), and negative effect (<i>p</i> < 0.001). In the face-to-face and hybrid models, students' GE were more moderate in these dimensions. All EER models can generate positive emotions with moderate negative effects, aligning with the goals of EERs as educational games. 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引用次数: 0
摘要
教育密室(EERs)是一种游戏化的教学工具,越来越多地应用于护理教育中。本研究旨在比较护理本科学生在面对面、混合和在线三种EER模式下的游戏体验。对136名塞尔维亚本科护理专业的一年级学生进行了横断面研究。所有模型eer都有相同的叙述,其中包括护理基础课程的几个主题。面对面和混合EERs在教师技能实验室实施,而在线模型使用Zoom®平台。面对面EERs于2021/2022年进行。2022/2023学年的混合课程和在线课程。在EER活动之后,游戏体验量表(GAMEX)从六个维度(享受、吸收、创造性思维、激活、无负面影响和支配)评估学生的GE。所有学生都在规定的时间内完成了谜题,并“逃离了房间”。面对面EER逃避时间中位数为39.2分钟(IQR = 2.1),在线EER逃避时间中位数为37.4分钟(IQR = 4.1),混合型为37.2分钟(IQR = 3.5)。通过对三种EER模型的GE学生进行比较,发现GAMEX量表的五个维度存在显著差异。面对面学习的学生享受到更多的(p p p p p
Underground nursing students' experiences in a face-to-face, hybrid, and online escape room model: a comparative analysis in Serbian context.
Educational escape rooms (EERs) are gamified teaching and learning tools increasingly used in nursing education. This study aims to compare undergraduate nursing students' gameful experiences (GEs) across three EER models: face-to-face, hybrid, and online. A cross-sectional study was conducted with 136 first-year students in a Serbian undergraduate nursing programme. All models EERs had the same narrative, which included several topics from the Fundamentals of Nursing course. Face-to-face and hybrid EERs were implemented in faculty skills laboratories, while the online model used the Zoom® platform. Face-to-face EERs were conducted in 2021/2022. and hybrid and online in the 2022/2023 school year. Immediately after the EER activity, the Gameful Experience Scale (GAMEX) assessed students' GE across six dimensions (Enjoyment, Absorption, Creative Thinking, Activation, Absence of Negative Effects and Dominance). All students solved the puzzles in the allotted time and 'escaped from the room.' Median escape time from face-to-face EER was 39.2 (IQR = 2.1), from online 37.4 (IQR = 4.1), and hybrid 37.2 (IQR = 3.5) minutes. By comparing GE students in three EER models, significant differences were found in five dimensions of the GAMEX scale. Students in face-to-face EER enjoyed significantly more (p < 0.001) and thought more creatively (p < 0.001), while the GE of online model students indicated significantly higher levels of activation (p < 0.001), dominance (p < 0.001), and negative effect (p < 0.001). In the face-to-face and hybrid models, students' GE were more moderate in these dimensions. All EER models can generate positive emotions with moderate negative effects, aligning with the goals of EERs as educational games. Further research is needed to identify the most effective EER model for different areas of nursing education.
期刊介绍:
Medical Education Online is an open access journal of health care education, publishing peer-reviewed research, perspectives, reviews, and early documentation of new ideas and trends.
Medical Education Online aims to disseminate information on the education and training of physicians and other health care professionals. Manuscripts may address any aspect of health care education and training, including, but not limited to:
-Basic science education
-Clinical science education
-Residency education
-Learning theory
-Problem-based learning (PBL)
-Curriculum development
-Research design and statistics
-Measurement and evaluation
-Faculty development
-Informatics/web