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首页> 外文期刊>Journal of the Medical Association of Thailand =: Chotmaihet thangphaet >Online, game-based education for melanoma recognition: A pilot study
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Online, game-based education for melanoma recognition: A pilot study

机译:在线,基于游戏的黑色素瘤认识论教育:试点研究

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? 2017 Elsevier B.V. ? 2017 Elsevier B.V. Objective: To evaluate the effectiveness of a game-based learning (GBL) intervention, Tapamole, in improving recognition of the features of melanoma (MM) compared to a written education intervention. Methods: Tapamole, an online education intervention, was developed using GBL. Participants were voluntarily recruited from the Dermatology waiting room and randomized to three groups: game, pamphlet, and no intervention. Participants completed a pre-intervention survey, post-intervention survey, and test on MM recognition. Clustered binary data equations were used to calculate sensitivity, specificity, and accuracy for each group and GEE model with log link was used to compare measures between groups. Results: Sixty participants were recruited. The sensitivity for MM recognition in the game group was 100% compared to 95% for the pamphlet group. The specificity (40.8% vs 53.3%) and accuracy (60.6% vs 67.2%) of the game and pamphlet groups were similar. Participants in the game group reported higher enjoyment than those in the pamphlet group. Conclusion: GBL was as effective as the written intervention in identifying features of MM. Practice implications: With increasing use of the Internet for health information, it is critical to have effective online education interventions. GBL education tools are effective, enjoyable, and should be used to improve MM patient education. Objective: To evaluate the effectiveness of a game-based learning (GBL) intervention, Tapamole, in improving recognition of the features of melanoma (MM) compared to a written education intervention. Methods: Tapamole, an online education intervention, was developed using GBL. Participants were voluntarily recruited from the Dermatology waiting room and randomized to three groups: game, pamphlet, and no intervention. Participants completed a pre-intervention survey, post-intervention survey, and test on MM recognition. Clustered binary data equations were used to calculate sensitivity, specificity, and accuracy for each group and GEE model with log link was used to compare measures between groups. Results: Sixty participants were recruited. The sensitivity for MM recognition in the game group was 100% compared to 95% for the pamphlet group. The specificity (40.8% vs 53.3%) and accuracy (60.6% vs 67.2%) of the game and pamphlet groups were similar. Participants in the game group reported higher enjoyment than those in the pamphlet group. Conclusion: GBL was as effective as the written intervention in identifying features of MM. Practice implications: With increasing use of the Internet for health information, it is critical to have effective online education interventions. GBL education tools are effective, enjoyable, and should be used to improve MM patient education.
机译:还2017年elestvier b.v.? 2017年Elsevier B.V.目标:评估基于游戏的学习(GBL)干预,Tapamole,提高黑素瘤(MM)特征的效果,与书面教育干预相比。方法:使用GBL开发了Tapamole,在线教育干预。与会者从皮肤科候诊室自愿招募,随机招募到三组:游戏,小册子,没有干预。参与者完成了预先进行了干预调查,干预后调查和对MM识别的测试。群集二进制数据方程用于计算每个组的灵敏度,特异性和准确性,并且使用具有日志链路的GEE模型来比较组之间的测量。结果:招募了60名参与者。与小册子组相比,游戏组MM识别的灵敏度为100%。特异性(40.8%vs 53.3%)和准确性(60.6%vs 67.2%)的游戏和小册子组是相似的。游戏集团的参与者报告比小册子集团更高的享受。结论:GBL与识别MM的特征的书面干预有效。实践意义:随着互联网使用互联网的使用,在线教育干预措施是至关重要的。 GBL教育工具是有效的,令人愉快的,并且应该用于改善MM患者教育。目的:评价基于比赛的学习(GBL)干预,瓜饼,以改善黑素瘤(MM)特征的识别与书面教育干预相比。方法:使用GBL开发了Tapamole,在线教育干预。与会者从皮肤科候诊室自愿招募,随机招募到三组:游戏,小册子,没有干预。参与者完成了预先进行了干预调查,干预后调查和对MM识别的测试。群集二进制数据方程用于计算每个组的灵敏度,特异性和准确性,并且使用具有日志链路的GEE模型来比较组之间的测量。结果:招募了60名参与者。与小册子组相比,游戏组MM识别的灵敏度为100%。特异性(40.8%vs 53.3%)和准确性(60.6%vs 67.2%)的游戏和小册子组是相似的。游戏集团的参与者报告比小册子集团更高的享受。结论:GBL与识别MM的特征的书面干预有效。实践意义:随着互联网使用互联网的使用,在线教育干预措施是至关重要的。 GBL教育工具是有效的,令人愉快的,并且应该用于改善MM患者教育。

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