游戏化应用对牙科学生成功的影响。

Hatice Ahsen Deniz, Elif Polat Balkan, Burak İncebeyaz, Kıvanç Kamburoğlu
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引用次数: 0

摘要

背景:游戏化,即在教育中使用游戏材料,已经在几个科学领域得到应用,研究已经证明了它对学生理解的有效性。目的:评估四五年级牙科学生在使用游戏化应用程序Kahoot!和智力测验器。方法:采用实验设计测量游戏化应用对采用传统方法教学的学生的影响。为了这个目的,门提米特和卡胡特!应用于本实验研究。四年级和五年级的学生组成了三个小组:Mentimeter, Kahoot!和对照组。游戏化应用对成就的影响是通过在教学过程后对这些小组进行后测来评估的。统计分析采用单因素方差分析和t检验。结果:有35.5%的学生在Mentimeter组,29.8%的学生在Kahoot!对照组为34.6%。学生总数中女生占54.8%,男生占45.2%,五年级学生占52.2%,四年级学生占47.8%。总体平均绩点为66.65(范围24-100)。不同组学生的平均成功得分差异有统计学意义(P = 0.003 < 0.05),年级学生的平均成功得分差异有统计学意义(P = 0.036 < 0.05)。平均成功得分最高的是Mentimeter组(71.64分),最低的是Kahoot!组(62.15)。在对照组中,该分数为65.41。5年级学生(68.16分)和女生(68.84分)的平均分较高。结论:游戏化在牙颌面放射学学生教育中具有广阔的应用前景。Mentimeter的表现优于Kahoot!传统的方法在学生平均成功率方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effect of gamification applications on success of dentistry students.

Background: Gamification, the use of game materials in education, has been used in several scientific fields, and studies have demonstrated its effectiveness in student comprehension.

Aim: To evaluate whether the success of 4th- and 5th-grade dentistry students increases when using the gamification applications Kahoot! and Mentimeter.

Methods: An experimental design was used to measure the effect of gamification applications on students who were taught using the traditional method. For this purpose, Mentimeter and Kahoot! applications were used in this experimental study. Three groups of 4th- and 5th-grade students were formed: Mentimeter, Kahoot!, and control groups. The effect of gamification applications on achievement was evaluated by administering a post-test to these groups after the instructional process. One-way analysis of variance and t-tests were used for statistical analyses.

Results: A total of 35.5% of the students were in the Mentimeter group, 29.8% in the Kahoot! group, and 34.6% in the control group. Of the total number of students, 54.8% were female and 45.2% were male, while 52.2% were 5th-grade students and 47.8% were 4th-grade students. The overall grade point average was found to be 66.65 (range, 24-100). There was a statistically significant difference in average success scores between students of different groups (P = 0.003 < 0.05) and grades (P = 0.036 < 0.05). The average success score was the highest in the Mentimeter group (71.64) and the lowest in the Kahoot! group (62.15). In the control group, this score was 65.41. The average success score was higher for students in the 5th-grade (68.16) and for female students (68.84).

Conclusion: Gamification has a great potential in the education of dentomaxillofacial radiology students. Mentimeter outperformed both the Kahoot! and the traditional method in terms of average student success rates.

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