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Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study

机译:基于评分的机械机理学对儿科急诊医学后勤方面的游戏经验和学习效果:发展与可行性研究

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Background Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals. Objective This contribution presents a serious game design representing patient flow characteristics, systemic resource configurations, and the roles of the players based on a real Swedish emergency ward. The game was tested in a set of game-based learning practices in the modalities of a physical board game and an online multiplayer serious game that implemented the same game structure. Methods First, survey scores were collected using the Game Experience Questionnaire Core and Social Presence Modules to evaluate the experience and acceptance of the proposed design to gamify real processes in emergency care. Second, lag sequential analysis was applied to analyze the impact of the game mechanics on learning behavior transitions. Lastly, regression analysis was used to understand whether learning engagement attributes could potentially serve as significant predicting variables for logistical performance in a simulated learning environment. Results A total of 36 students from courses in engineering and management at KTH Royal Institute of Technology participated in both game-based learning practices during the autumn and spring semesters of 2019 and 2020. For the Core Module, significant differences were found for the scores for negative affect and tension compared with the rest of the module. For the Social Presence Module, significant differences were found in the scores for the psychological involvement – negative feelings dimension compared with the rest of the module. During the process of content generation, the participant had access to circulating management resources and could edit profiles. The standard regression analysis output yielded a ΔR2 of 0.796 (F14,31=2725.49, P Conclusions The high scores of positive affect and immersion compared to the low scores of negative feelings demonstrated the motivating and cognitive involvement impact of the game. The proposed game mechanics have visible effects on significant correlation parameters between the majority of scoring features and changes in learning engagement attributes. Therefore, we conclude that for enhancing learning in logistical aspects of health care, serious games that are steered by well-designed scoring mechanisms can be used.
机译:背景技术使用严肃的游戏在运营管理中进行了很好的建立。然而,特别是对于医疗保健行动中的物流技能,对学习参与的游戏机制设计很少,并且实现所需的学习目标。目的这一贡献提出了一个严重的游戏设计,代表患者流动特征,系统资源配置以及球员基于真正的瑞典急救病房的角色。该游戏在物理棋盘游戏的模型和实现相同游戏结构的在线基于游戏的学习实践中测试了一系列基于游戏的学习实践。方法首先,使用游戏体验调查问卷核心和社会存在模块收集调查分数,以评估所提出的设计的经验和接受,以便在紧急护理中博彩实际过程。其次,应用滞后顺序分析来分析游戏机制对学习行为过渡的影响。最后,使用回归分析来了解学习参与属性是否可能是在模拟学习环境中以用于后勤性能的重要预测变量。结果在2019年秋季和春季学期的秋季和2020年期间,共有36名工程和管理课程的学生参加了基于游戏的学习措施。对于核心模块,发现了分数的显着差异与模块的其余部分相比,负面影响和张力。对于社会存在模块,与模块的其余部分相比,心理受累的分数中发现了显着的差异。在内容生成过程中,参与者可以访问流传管理资源,可以编辑配置文件。标准回归分析输出产生ΔR2为0.796(F14,31 = 2725.49,P结论与较低的负面情绪相比,积极影响和浸入的高分相比表现出了游戏的激励和认知的影响。拟议的游戏力学对大多数评分特征与学习参与属性的变化之间的显着相关参数具有明显的影响。因此,我们得出结论,为了加强医疗保健后勤方面的学习,可以使用由精心设计的得分机制引导的严肃游戏。

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