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Gamifying education and mental health

机译:游戏化教育和心理健康

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Objectives: This article explores the advantages of using gamification in mental health, in addition to its potential use in training psychiatry residents by coupling it with the concept of digital andragogy, resulting in a prospective efficient teaching model for graduate and postgraduate medical education. Materials and Methods: Databases such as PubMed and Google Scholar were searched for articles using the keywords such as digital andragogy, gamification, innovation in medical education, medical education, and mental health. Results: Using leader boards, rewards, and a host of innovative testing methods, gamification offers increased student engagement and satisfaction along with improved objective academic results emphasizing competency-based medical education. It has also been used in the management of various psychiatric conditions, especially depression, eating disorders, schizophrenia, depression, autism spectrum disorders, substance use, dementia, and traumatic brain injury. It has been shown to alter user behavior positively, leading to better control over illness and improved quality of life among these patients. Conclusion: Gamification is an extremely efficient method, positively impacting the academic performance when used by students. While it cannot replace traditional methods, they can be blended into an efficient teaching model. It can also be used in the management of several medical and psychiatric conditions in a creative and effective manner, although further research is needed to evaluate this potential.
机译:目标:本文探讨了游戏化在心理健康中的优势,以及将游戏化与数字化灌输技术相结合,可用于培训精神病学居民的潜在优势,从而为研究生和研究生医学教育提供了一种有前途的高效教学模式。资料和方法:使用诸如数字男巫,游戏化,医学教育创新,医学教育和心理健康等关键字在PubMed和Google Scholar等数据库中搜索文章。结果:游戏化使用排行榜,奖励和一系列创新的测试方法,可以提高学生的参与度和满意度,并提高客观的学术成绩,强调基于能力的医学教育。它也已用于各种精神病的治疗,特别是抑郁症,饮食失调,精神分裂症,抑郁症,自闭症谱系障碍,药物滥用,痴呆和脑外伤。事实证明,它可以积极改变用户的行为,从而更好地控制疾病并改善这些患者的生活质量。结论:游戏化是一种非常有效的方法,对学生使用时的学习成绩产生积极影响。虽然它不能替代传统方法,但可以将它们融合为有效的教学模型。尽管还需要进一步的研究来评估这种潜力,但它也可以以创造性和有效的方式用于多种医学和精神疾病的管理。

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