严肃游戏对医学生动机、心流和学习的影响

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
I. Zairi, M. Ben Dhiab, K. Mzoughi, I. Ben Mrad
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引用次数: 0

摘要

背景和目的严肃游戏是一种以教育为目的的互动游戏,通常在软件技术下开发,严肃游戏也包括桌面游戏(棋盘游戏和纸牌游戏),其中许多用于医院培训等医疗环境。先前的研究表明,严肃的游戏可以增强学生的动机、互动和参与度。本研究旨在评估严肃游戏对医学生学习结果的有效性,确定其对学生流动性和动机的影响,并考察流动性和动力之间的关系。方法这是一项为期两年(2018-2019和2019-2020学年)的前瞻性研究。共有108名医学三年级学生参与了这项研究。学生们被要求在电脑上玩一个严肃的游戏20分钟。向学生发放了一组包含评估网格的问卷,以测量流量和动机。游戏的有效性通过前后测试进行评估。结果97名学生获得了完整的数据集。学生所经历的流动和动机维度普遍较高(平均值=54.5)。流动体验的子量表与了解的内在动机、体验模拟的内在动机以及三种类型的外在动机之间存在显著的正相关关系。流动维度与成就和动机的内在动机呈负相关。测试前和测试后的平均得分之间存在显著差异(p<0.01)。结论严肃游戏被认为是一种特别积极和解决问题的学习形式,可以促进医学生的学习动机、流畅性和学习成绩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning
Background and aim Serious games are interactive games with a purpose for education, developed generally under software technology, serious games also include tabletop games (board games and card games), and many of them are used in medical settings like hospital training. Previous work indicates that serious games can enhance students' motivation, interaction, and engagement. This study aimed to evaluate the effectiveness of a serious game on medical students' learning outcomes and determine its effect on students' flow and motivation and examine the relationship between the flow and motivation. Methods This was a prospective study performed for two years (2018-2019 and 2019-2020 academic years). A total of 108 third-year medical students participated in this study. Students were asked to play a serious game on a computer for twenty minutes. A set of questionnaires containing evaluation grids to measure the flow and the motivation were given to students. The effectiveness of the game was assessed using pre-and post-tests. Results Complete datasets were available for 97 students. Flow and motivation dimensions experienced by the students were generally high (mean = 54,5). Significant and positive relationships between the sub-scale of flow experience and intrinsic motivation to know, intrinsic motivation to experience simulation, and the three types of extrinsic motivation were found. There was a negative correlation between the flow dimension and intrinsic motivation toward accomplishments and amotivation. There was a significant difference between the mean scores of pre-tests and post-tests (p < .01). Conclusion The serious game is regarded as a particularly active and problem-solving form of learning that promote medical students' motivation, flow and learning achievements.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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