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Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game

机译:使用视频游戏增强在线教育的动机:基于团队的数字游戏协议

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Background Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. Objective The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. Methods A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. Results The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Conclusions Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.
机译:背景技术用于教育的视频和计算机游戏已经引起研究人员数十年的兴趣。在过去的五年中,卫生部门的研究人员也已开始探索这种介质的价值。但是,在医学教育中有效使用视频和计算机游戏方面,文献中仍然存在许多空白,特别是在学习者如何与平台交互以及如何使用游戏来增强协作方面。目的研究的目的是评估基于团队的数字游戏作为一种教育工具,以吸引学习者并支持研究生医学教育中的知识整合。方法将使用混合方法论来确定基于团队的数字游戏所提供的功效和动机水平。将招收二年级医学生作为参与者,以2个均匀分布的团队按一定间隔完成游戏的3场比赛。在玩游戏之前,参与者将完成互联网调查以建立基线数据。玩完游戏后,参与者将自愿完成半结构化访谈,以建立动力和玩家参与度。此外,将从游戏平台收集的指标进行分析以确定效力。结果该研究尚处于初步阶段,但到目前为止,已有54名参与者被招募入研究。此外,还成立了内容开发小组来为平台开发适当的内容。结论视频和计算机游戏已被证明具有教育意义。很少有研究针对如何在卫生部门有效利用这种介质。这项研究的初步数据表明,有兴趣在医学生身上学习游戏。因此,对这些游戏如何教授和吸引学习者进行进一步研究,以评估他们在未来的高等教育中的作用是有益的。

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