医学教育中的游戏化:范围综述。

Q3 Medicine
Mohammad Rasool Khazaei, Mohammad Ali Hosseini, Ghobad Ramezani
{"title":"医学教育中的游戏化:范围综述。","authors":"Mohammad Rasool Khazaei, Mohammad Ali Hosseini, Ghobad Ramezani","doi":"10.1701/4495.44949","DOIUrl":null,"url":null,"abstract":"<p><strong>Background & objective: </strong>Recently, the use of educational games in teach has received the attention of medical education experts. There is a belief that educational games can be used in line with the individual characteristics and diverse learning styles of students. Games in medical education are presented in different forms, including simulation, virtual environments, collaborative and social games, and virtual reality alternative games. A more detailed understanding of the impact of this new method requires more extensive studies. The current research was conducted with the aim to explain the elements affecting the implementation of gamification in medical science education with a scoping review approach.</p><p><strong>Methods: </strong>A scoping review was conducted in Irandoc, SID, and Magiran, Scopus, Science Direct, PubMed, Eric, MEDLINE, PsycINFO, Google Scholar and resources available in the library, theses, research plans between October 2012 and May 2024. Seventy-eight articles met the inclusion criteria. CASP checklists and AMSTAR was used to assess the quality of the articles.</p><p><strong>Results: </strong>Out of a total of 44,165 primary articles, 47 articles remained in the study for the final synthesis. The effective components in gamification included: educational design, virtual awards and points, scoreboards, learner characteristics, interaction with the learning environment, information context, game mechanics and reinforcements. The strategies used in the implementation of gamification included: use challenge, imagination, curiosity, visualization, game dynamics, role-playing and aesthetic. Effective variables of gamification including: increasing students' participation, increasing learning, increasing motivation, reducing anxiety, improving academic performance, reducing professors' workload, increasing satisfaction, active participation in discussion, attractiveness of education, social skills, role playing, self-efficacy, knowledge, skill. The elements of gamification are: goals, rules, feedback, challenge, valuable results, scoreboard and medals.</p><p><strong>Conclusions: </strong>Today, using the existing potential of gamification in medical education curriculum as an effective approach plays a significant role in improving the teaching-learning process of students in this field.</p>","PeriodicalId":20887,"journal":{"name":"Recenti progressi in medicina","volume":"116 5","pages":"291-301"},"PeriodicalIF":0.0000,"publicationDate":"2025-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification in medical sciences education: a scoping review.\",\"authors\":\"Mohammad Rasool Khazaei, Mohammad Ali Hosseini, Ghobad Ramezani\",\"doi\":\"10.1701/4495.44949\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background & objective: </strong>Recently, the use of educational games in teach has received the attention of medical education experts. There is a belief that educational games can be used in line with the individual characteristics and diverse learning styles of students. Games in medical education are presented in different forms, including simulation, virtual environments, collaborative and social games, and virtual reality alternative games. A more detailed understanding of the impact of this new method requires more extensive studies. The current research was conducted with the aim to explain the elements affecting the implementation of gamification in medical science education with a scoping review approach.</p><p><strong>Methods: </strong>A scoping review was conducted in Irandoc, SID, and Magiran, Scopus, Science Direct, PubMed, Eric, MEDLINE, PsycINFO, Google Scholar and resources available in the library, theses, research plans between October 2012 and May 2024. Seventy-eight articles met the inclusion criteria. CASP checklists and AMSTAR was used to assess the quality of the articles.</p><p><strong>Results: </strong>Out of a total of 44,165 primary articles, 47 articles remained in the study for the final synthesis. The effective components in gamification included: educational design, virtual awards and points, scoreboards, learner characteristics, interaction with the learning environment, information context, game mechanics and reinforcements. The strategies used in the implementation of gamification included: use challenge, imagination, curiosity, visualization, game dynamics, role-playing and aesthetic. Effective variables of gamification including: increasing students' participation, increasing learning, increasing motivation, reducing anxiety, improving academic performance, reducing professors' workload, increasing satisfaction, active participation in discussion, attractiveness of education, social skills, role playing, self-efficacy, knowledge, skill. The elements of gamification are: goals, rules, feedback, challenge, valuable results, scoreboard and medals.</p><p><strong>Conclusions: </strong>Today, using the existing potential of gamification in medical education curriculum as an effective approach plays a significant role in improving the teaching-learning process of students in this field.</p>\",\"PeriodicalId\":20887,\"journal\":{\"name\":\"Recenti progressi in medicina\",\"volume\":\"116 5\",\"pages\":\"291-301\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2025-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Recenti progressi in medicina\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1701/4495.44949\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Medicine\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Recenti progressi in medicina","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1701/4495.44949","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Medicine","Score":null,"Total":0}
引用次数: 0

摘要

背景与目的:近年来,教育游戏在教学中的应用受到医学教育专家的关注。有一种观点认为,教育游戏可以根据学生的个人特点和不同的学习风格来使用。医学教育中的游戏以不同的形式呈现,包括模拟游戏、虚拟环境游戏、协作和社交游戏以及虚拟现实替代游戏。要更详细地了解这种新方法的影响,需要进行更广泛的研究。当前的研究旨在通过范围审查方法解释影响医学科学教育中游戏化实施的因素。方法:对2012年10月至2024年5月期间的Irandoc、SID和Magiran、Scopus、Science Direct、PubMed、Eric、MEDLINE、PsycINFO、谷歌Scholar以及图书馆资源、论文、研究计划进行范围综述。78篇文章符合纳入标准。使用CASP检查表和AMSTAR评估文章的质量。结果:在44165篇主要文章中,有47篇文章留在研究中进行最终合成。游戏化的有效成分包括:教育设计、虚拟奖励和分数、计分板、学习者特征、与学习环境的互动、信息背景、游戏机制和强化。实施游戏化的策略包括:挑战、想象力、好奇心、可视化、游戏动态、角色扮演和美学。游戏化的有效变量包括:增加学生的参与度,增加学习,增加动机,减少焦虑,提高学习成绩,减少教授的工作量,增加满意度,积极参与讨论,教育的吸引力,社交技能,角色扮演,自我效能感,知识,技能。游戏化的元素包括:目标、规则、反馈、挑战、有价值的结果、记分牌和奖牌。结论:目前,利用医学教育课程中游戏化的现有潜力作为一种有效的方法,对改善该领域学生的教与学过程具有重要作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification in medical sciences education: a scoping review.

Background & objective: Recently, the use of educational games in teach has received the attention of medical education experts. There is a belief that educational games can be used in line with the individual characteristics and diverse learning styles of students. Games in medical education are presented in different forms, including simulation, virtual environments, collaborative and social games, and virtual reality alternative games. A more detailed understanding of the impact of this new method requires more extensive studies. The current research was conducted with the aim to explain the elements affecting the implementation of gamification in medical science education with a scoping review approach.

Methods: A scoping review was conducted in Irandoc, SID, and Magiran, Scopus, Science Direct, PubMed, Eric, MEDLINE, PsycINFO, Google Scholar and resources available in the library, theses, research plans between October 2012 and May 2024. Seventy-eight articles met the inclusion criteria. CASP checklists and AMSTAR was used to assess the quality of the articles.

Results: Out of a total of 44,165 primary articles, 47 articles remained in the study for the final synthesis. The effective components in gamification included: educational design, virtual awards and points, scoreboards, learner characteristics, interaction with the learning environment, information context, game mechanics and reinforcements. The strategies used in the implementation of gamification included: use challenge, imagination, curiosity, visualization, game dynamics, role-playing and aesthetic. Effective variables of gamification including: increasing students' participation, increasing learning, increasing motivation, reducing anxiety, improving academic performance, reducing professors' workload, increasing satisfaction, active participation in discussion, attractiveness of education, social skills, role playing, self-efficacy, knowledge, skill. The elements of gamification are: goals, rules, feedback, challenge, valuable results, scoreboard and medals.

Conclusions: Today, using the existing potential of gamification in medical education curriculum as an effective approach plays a significant role in improving the teaching-learning process of students in this field.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Recenti progressi in medicina
Recenti progressi in medicina Medicine-Medicine (all)
CiteScore
0.90
自引率
0.00%
发文量
143
期刊介绍: Giunta ormai al sessantesimo anno, Recenti Progressi in Medicina continua a costituire un sicuro punto di riferimento ed uno strumento di lavoro fondamentale per l"ampliamento dell"orizzonte culturale del medico italiano. Recenti Progressi in Medicina è una rivista di medicina interna. Ciò significa il recupero di un"ottica globale e integrata, idonea ad evitare sia i particolarismi della informazione specialistica sia la frammentazione di quella generalista.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信