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首页> 外文期刊>Archives of pathology & laboratory medicine >The impact of specially designed digital games-based learning in undergraduate pathology and medical education.
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The impact of specially designed digital games-based learning in undergraduate pathology and medical education.

机译:专门设计的基于数字游戏的学习对本科生病理学和医学教育的影响。

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CONTEXT: The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. OBJECTIVE: To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. DESIGN: One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. RESULTS: Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. CONCLUSIONS: Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.
机译:语境:计算机技术的飞速发展创造了新一代的“在线学习”学生,他们以不同的方式思考和学习。数字游戏是一种有效,有趣,活跃且令人鼓舞的学习方式,可提供即时反馈和可衡量的过程。在医学教育不断改革的背景下,专门设计的数字游戏(一种主动学习的形式)是有效的,补充性的电子教学/学习资源。目的:研究使用特殊设计的数字游戏对学生满意度和可衡量的学术进步的有效性。设计:在一年级病理学医学102中注册的114名学生在专门设计的与内容相关的数字游戏中回顾了16个讲座中的8个。在期中考试和期末考试中分析了相关内容课程的成绩得分。在第二年病理医学202中注册的71名学生仅在期末考试期间才接触到游戏,而期中考试则作为内部配对对照组。结果指标包括期中和期末考试的表现。配对2尾t检验的统计比较均值。回答为“是”或“否”的满意度调查问卷分析了学生的参与度以及他们对基于数字游戏的学习的看法。结果:在114名一年级学生中,与游戏相关的问题在两次考试中的成功率均最高。在71名二年级学生中,期末考试的分数明显高于期中考试的分数。积极满意度调查显示,学生参与度提高,个人学习增强,学生压力减轻。结论:本科病理学课程中基于数字游戏的特殊构建的学习表现出更好的学业表现,这是通过考试测验分数来衡量的,同时学生满意度和参与度也有所提高。

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