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Psychiatry gamification from blended learning models and efficacy of this program on students

机译:从混合学习模型和本计划对学生的疗效的精神病学游戏

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BACKGROUND: New gamification technology with a detailed understanding of the goals and prospects, and with the help of game elements and techniques, leads to promotion of motivation and participation, and ultimately behavior change. Therefore, this study aimed to evaluate the implementation of a mental gamification from blended learning based on the flex model and efficacy of this program on students. METHODS: In this study, with the design of mental illness lessons for undergraduate and executive groups, using flex model, two parts of technical and educational design were used. In the technical section, three parts on dynamics, mechanisms, and elements of gaming were considered. Intervention was studied on different groups of medical students including medical, health, and laboratory sciences. Effect of this educational program and its impact on their students' learning, motivation, and satisfaction was studied using quantitative and qualitative analyses. RESULTS: The results of the students' prospective about the efficacy of the method showed that the mean scores of most of the items were higher than the average. This implies that students' attitude toward using gamification was positive. In the other part, the qualitative results of the study were analyzed and the students' analysis of their advantages and disadvantages and their perceptions on the impact of the intervention was examined. CONCLUSION: Based on the flex model, mental gamification based on blended learning is effective in shaping the students' satisfaction.
机译:背景:新的娱乐技术具有详细了解目标和前景,以及游戏元素和技术的帮助,导致促进动力和参与,并最终发生行为。因此,本研究旨在根据对学生的Flex模型和疗效评估混合学习的精神娱乐。方法:在本研究中,随着本科和执行组的精神疾病课程,使用Flex模型,使用了两部分技术和教育设计。在技​​术部分中,考虑了有关动态,机制和游戏元素的三个部分。在包括医疗,健康和实验室科学的不同医学生体中研究了干预。采用定量和定性分析研究了这种教育计划的影响及其对学生学习,动机和满足的影响。结果:学生对该方法疗效的前瞻性结果表明,大多数物品的平均得分高于平均值。这意味着学生对使用赌博的态度是积极的。另一方面,分析了该研究的定性结果,研究了学生对其优缺点及其对干预影响的看法的分析。结论:基于Flex模型,基于混合学习的精神娱乐是塑造学生满意度的有效性。

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