“SOMS大脑空间”:一个面向神经科学本科生的数字严肃游戏。

IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Anthony Tran, Jin Y Huang, Craig R Campbell, Elizabeth M Hegedus
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引用次数: 0

摘要

神经解剖学对许多本科生来说是具有挑战性的,需要很强的视觉空间技能和对复杂概念的深刻理解。本研究采用混合方法开发并评估了SOMS BrainSpace,这是一款用于神经解剖学教育的数字严肃游戏。在Unity中开发,SOMS BrainSpace具有三种模式:(1)3D数字地图集:具有虚拟神经解剖模型,信息热点和与计分板相关的测验的交互式地图集。(2)《BrainSpace Rooms》:第一人称密室逃脱游戏,玩家与3D模型、角色或图表互动,完成挑战、破解密码并逃脱。(3) Blitz Clinic:一种基于任务的模式,玩家在5分钟内完成与神经系统疾病相关的任务,并确定要完成的疾病。主要成果包括学业成绩、动机和对游戏学习的认知的改善。本研究采用方便抽样的方法,对悉尼大学一年级的专职健康本科生(n = 91)和悉尼大学和阿德莱德大学的神经科学学者(n = 5)进行抽样。对半结构化访谈的专题分析显示,学者们承认本科生学习神经解剖学的挑战,并支持使用基于游戏的学习工具。学生们发现SOMS BrainSpace很吸引人,并且很欣赏在个人设备上访问它的能力。定量分析显示,游戏前(n = 79)和游戏后(n = 80)知识测验得分无显著差异(p = 0.86)。然而,对2023年(n = 89)和2022年(n = 117)的学期考试成绩进行的队列间比较显示,2023年的队列在“神经科学”主题方面的成绩明显更高
本文章由计算机程序翻译,如有差异,请以英文原文为准。
'SOMS BrainSpace': A digital serious game for undergraduate neuroscience.

Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach. Developed in Unity, SOMS BrainSpace features three modes: (1) 3D Digital Atlas: An interactive atlas with virtual neuroanatomical models, information hotspots, and quizzes linked to a scoreboard. (2) BrainSpace Rooms: A first-person escape-room game where players interact with 3D models, characters, or diagrams to complete challenges, crack codes, and escape. (3) Blitz Clinic: A task-based mode where players complete tasks related to a neurological condition within 5 min and identify the condition to finish. Key outcomes included improvements in academic performance, motivation, and perceptions of game-based learning. The study used convenience sampling of first-year University of Sydney allied health undergraduates (n = 91) and neuroscience academics (n = 5) from the University of Sydney and the University of Adelaide. Thematic analysis of semi-structured interviews revealed that academics acknowledged the challenges of learning neuroanatomy for undergraduates and supported the use of game-based learning tools. Students found SOMS BrainSpace engaging and appreciated the ability to access it on personal devices. Quantitative analysis showed no significant difference in pre- (n = 79) and post-game (n = 80) knowledge quiz scores (p = 0.86). However, an inter-cohort comparison of 2023 (n = 89) and 2022 (n = 117) in-semester exam scores revealed significantly higher results for the 2023 cohort in the 'Neuroscience' topic (p < 0.001). These findings suggest that accessible game-based learning tools can enhance motivation and long-term academic performance in neuroanatomy.

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来源期刊
Anatomical Sciences Education
Anatomical Sciences Education Anatomy/education-
CiteScore
10.30
自引率
39.70%
发文量
91
期刊介绍: Anatomical Sciences Education, affiliated with the American Association for Anatomy, serves as an international platform for sharing ideas, innovations, and research related to education in anatomical sciences. Covering gross anatomy, embryology, histology, and neurosciences, the journal addresses education at various levels, including undergraduate, graduate, post-graduate, allied health, medical (both allopathic and osteopathic), and dental. It fosters collaboration and discussion in the field of anatomical sciences education.
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