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An experimental study on the effects of a simulation game on students' clinical cognitive skills and motivation

机译:模拟游戏对学生临床认知技能和动机影响的实验研究

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摘要

Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students' cognitive skills and motivation. We set up a three-group randomized post-test-only design: a control group working on an e-module; a cases group, combining the e-module with low-fidelity text-based patient cases, and a game group, combining the e-module with a high-fidelity simulation game with the same cases. Participants completed questionnaires on cognitive load and motivation. After a 4-week study period, blinded assessors rated students' cognitive emergency care skills in two mannequin-based scenarios. In total 61 students participated and were assessed; 16 control group students, 20 cases students and 25 game students. Learning time was 2 h longer for the cases and game groups than for the control group. Acquired cognitive skills did not differ between groups. The game group experienced higher intrinsic and germane cognitive load than the cases group (p = 0.03 and 0.01) and felt more engaged (p < 0.001). Students did not profit from working on open cases (in adjunct to an e-module), which nonetheless challenged them to study longer. The e-module appeared to be very effective, while the high-fidelity game, although engaging, probably distracted students and impeded learning. Medical educators designing motivating and effective skills training for novices should align case complexity and fidelity with students' proficiency level. The relation between case-fidelity, motivation and skills development is an important field for further study.
机译:模拟游戏在教育中正变得越来越流行,但是需要对其关键设计功能有更多的了解。这项研究调查了开放式患者病例保真度与指导性电子模块的搭配对学生的认知技能和动机的影响。我们建立了一个三组随机化的仅测试后设计:一个在电子模块上工作的对照组;一个在电子模块上工作的对照组。一个案例组,将电子模块与基于文本的低保真度患者案例组合在一起;一个游戏组,将电子模块与具有相同案例的高保真度模拟游戏相结合。参与者完成了有关认知负荷和动机的问卷调查。在为期4周的学习后,盲人评估者在两种基于人体模型的情景中对学生的认知紧急护理技能进行了评估。共有61名学生参加并接受了评估;对照组学生16名,案例学生20名,游戏学生25名。病例和游戏组的学习时间比对照组长2小时。两组之间获得的认知技能没有差异。游戏组比案例组(p = 0.03和0.01)体验到更高的内在和德语认知负荷,并感到更加投入(p <0.001)。学生无法从未解决的案例(与电子模块一起)中受益,但这仍然挑战了他们延长学习时间。电子模块似乎非常有效,而高保真游戏虽然吸引人,但可能分散学生注意力并阻碍学习。为新手设计激励和有效技能培训的医学教育工作者,应使案例的复杂性和保真度与学生的熟练程度保持一致。案例保真度,动机和技能发展之间的关系是需要进一步研究的重要领域。

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