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Effect of gamification applications on success of dentistry students
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作者 Hatice Ahsen Deniz Elif Polat Balkan +1 位作者 Burak İncebeyaz Kıvanç Kamburoğlu 《World Journal of Methodology》 2025年第1期80-87,共8页
BACKGROUND Gamification,the use of game materials in education,has been used in several scientific fields,and studies have demonstrated its effectiveness in student comprehension.AIM To evaluate whether the success of... BACKGROUND Gamification,the use of game materials in education,has been used in several scientific fields,and studies have demonstrated its effectiveness in student comprehension.AIM To evaluate whether the success of 4th-and 5th-grade dentistry students increases when using the gamification applications Kahoot!and Mentimeter.METHODS An experimental design was used to measure the effect of gamification applications on students who were taught using the traditional method.For this purpose,Mentimeter and Kahoot!applications were used in this experimental study.Three groups of 4th-and 5th-grade students were formed:Mentimeter,Kahoot!,and control groups.The effect of gamification applications on achievement was evaluated by administering a post-test to these groups after the instructional process.One-way analysis of variance and t-tests were used for statistical analyses.RESULTS A total of 35.5%of the students were in the Mentimeter group,29.8%in the Kahoot!group,and 34.6%in the control group.Of the total number of students,54.8%were female and 45.2%were male,while 52.2%were 5th-grade students and 47.8%were 4th-grade students.The overall grade point average was found to be 66.65(range,24-100).There was a statistically significant difference in average success scores between students of different groups(P=0.003<0.05)and grades(P=0.036<0.05).The average success score was the highest in the Mentimeter group(71.64)and the lowest in the Kahoot!group(62.15).In the control group,this score was 65.41.The average success score was higher for students in the 5thgrade(68.16)and for female students(68.84).CONCLUSION Gamification has a great potential in the education of dentomaxillofacial radiology students.Mentimeter outperformed both the Kahoot!and the traditional method in terms of average student success rates. 展开更多
关键词 gamification Mentimeter Kahoot! EDUCATION DENTISTRY
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Perioperative Nursing Gamification Course Design Based on Immersive Virtual Reality Technology Under the Concept of Medical and Educational Collaboration
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作者 Xiwei Xiao Yan Xiao 《Journal of Clinical and Nursing Research》 2025年第5期145-151,共7页
This paper mainly discusses the perioperative nursing course teaching model suitable for higher vocational education.The core content of“perioperative nursing”course is set according to surgical nursing posts,and ga... This paper mainly discusses the perioperative nursing course teaching model suitable for higher vocational education.The core content of“perioperative nursing”course is set according to surgical nursing posts,and gamified course objectives are designed according to learners’cognitive rules.Typical nursing tasks are used as the carrier,teaching case base is formed based on the concept of medical and educational collaboration,and gamified teaching situations are created based on VR technology to optimize the teaching process and enable students to experience the learning process immersive.Enhance students’job competency and professional competence.In the course design,modular teaching,project teaching,team cooperation teaching,gamification teaching,VR immersive teaching,medical teaching collaborative evaluation and other modes are aggregated,and the course design of perioperative nursing is re-carried out. 展开更多
关键词 Medical education collaboration Virtual reality technology Perioperative nursing gamification Course design
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Nurse-led inpatient education using a gamification approach for patients with mental illness: A quasi-experimental study
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作者 Anat Pinko Naor Ilana Dubovi 《International Journal of Nursing Sciences》 2025年第2期137-143,共7页
Objectives Patient education while hospitalized enhances patients’ability to manage chronic diseases,including mental disorders,promoting adherence to treatment plans.This study aimed to evaluate the effectiveness of... Objectives Patient education while hospitalized enhances patients’ability to manage chronic diseases,including mental disorders,promoting adherence to treatment plans.This study aimed to evaluate the effectiveness of gamification as an instructional approach for nurse-led inpatient education.Methods A quasi-experimental study was conducted.A total of 112 participants were recruited from the Geha Mental Health Center,a tertiary mental health center in Israel,from September 2022 to June 2023 and randomly allocated to the intervention group or control group.Nurses provided health education to patients in the intervention group using gamification techniques based on traditional health education methods.Responsibilities,rights,and relevant information for hospitalized patients were written on different cards.Patients were divided into groups of 3–4,and health education was delivered through memory card games and quartet card games.Each type of game was played twice,each lasting 30 min,occurring once every two weeks.In the control group of patients,traditional health education methods were utilized.A self-developed questionnaire assessing knowledge,self-efficacy,and adherence was used to investigate the two patient groups before and after the intervention,allowing for a comparison of the results.Results Overall,90 patients completed the study:45 in the intervention group and 45 in the control group.Both groups improved knowledge,self-efficacy,and adherence after the intervention(P<0.01).Furthermore,health education based on gamification methods was more effective than conventional health education in enhancing all three aspects of patient outcomes(P<0.01).Conclusion Gamification is preferable to routine education for fostering patient engagement in therapeutic sessions by enhancing self-efficacy and knowledge.The findings may contribute to developing gamified educational interventions to improve the effectiveness of inpatient education. 展开更多
关键词 gamification Mental disorders NURSING Patient education
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基于Gamification理念的BOPPPS教学模式在心内科住院医师规范化培训中的应用研究
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作者 王浩然 李静 +3 位作者 张晓良 徐中林 陈国柱 尚伟 《继续医学教育》 2025年第5期101-104,共4页
目的 探讨基于Gamification理念的BOPPPS教学模式在心内科住院医师规范化培训中的应用。方法 选择2021年8月—2023年7月于我院进行规范化培训的心内科住院医师28例,按照培训时间分为对照组14例采用传统教学模式,观察组14例采用基于Gamif... 目的 探讨基于Gamification理念的BOPPPS教学模式在心内科住院医师规范化培训中的应用。方法 选择2021年8月—2023年7月于我院进行规范化培训的心内科住院医师28例,按照培训时间分为对照组14例采用传统教学模式,观察组14例采用基于Gamification理念的BOPPPS教学模式,比较两组考核成绩、自主学习能力、学习投入水平、评判性思维能力。结果 经过规范化培训后,观察组考核成绩、学习能力测评量表各维度评分及总分、学习投入量表各维度及总分、加利福尼亚批判性思维倾向测试量表各条目评分均显著高于对照组,差异有统计学意义(P<0.05)。结论 基于Gamification理念的BOPPPS教学模式可有效提高心内科住院医师的考核成绩、自主学习能力、学习投入水平及评判性思维能力。 展开更多
关键词 住院医师 心内科 规范化培训 BOPPPS教学模式 gamification理念
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BOPPPS+Gamification教学模式在高职外科护理学教学中的应用
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作者 马香 黄梅芳 +3 位作者 喻爱芳 赵凌云 杨帆 何居澍 《卫生职业教育》 2025年第21期56-60,共5页
目的探讨BOPPPS+Gamification教学模式在高职外科护理学教学中的应用效果。方法选取广西某医学院校2023级护理高职两个班共175人为研究对象。对照组采用传统教学模式,观察组采用BOPPPS+Gamification教学模式,实施教学后比较两组的理论... 目的探讨BOPPPS+Gamification教学模式在高职外科护理学教学中的应用效果。方法选取广西某医学院校2023级护理高职两个班共175人为研究对象。对照组采用传统教学模式,观察组采用BOPPPS+Gamification教学模式,实施教学后比较两组的理论测试成绩、评判性思维能力、自主学习能力和教学满意度。结果实施教学后,两组的理论测试成绩、评判性思维能力、自主学习能力和教学满意度比较差异均有统计学意义(P<0.05)。结论BOPPPS+Gamification教学模式有助于提升学生的理论成绩、评判性思维能力、自主学习能力和教学满意度。 展开更多
关键词 BOPPPS gamification 外科护理学 高职
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基于Gamification的空管基础知识学习方法探索
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作者 张涛鹏 党元晓 牟翔 《教育教学研究前沿》 2025年第8期114-116,共3页
空中交通管制(空管)对于保障航空安全和提高航空运行效率至关重要,而扎实掌握空管基础知识是从事空管工作的关键前提。本文引入Gamification(游戏化)理念,对其在空管基础知识学习中的应用进行深入探讨,通过分析GAMIFICATION核心要素,结... 空中交通管制(空管)对于保障航空安全和提高航空运行效率至关重要,而扎实掌握空管基础知识是从事空管工作的关键前提。本文引入Gamification(游戏化)理念,对其在空管基础知识学习中的应用进行深入探讨,通过分析GAMIFICATION核心要素,结合空管知识特点,以GAMIFICATION为基础设计学习方法,阐述其实施策略和应用效果,旨在为提升空管知识学习效率和质量,帮助培养高素质空管人才提供创新路径。 展开更多
关键词 gamification 空管 基础知识 学习方法
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融入Gamification理念的BOPPPS教学模式在健康评估教学中的应用
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作者 郭彦萍 王仁媛 +2 位作者 季玲 李姗 周燕燕 《大众文摘》 2024年第24期0096-0098,共3页
Gamification理念和BOPPPS教学模式是近年来备受关注的教学理论和方法,在健康评估教学中,融合这两者 的应用具有一定的潜力和吸引力。文章概述了Gamification理念和BOPPPS教学模式的特点,并指出了它们之间的关联性;讨论了设计融入Gamifi... Gamification理念和BOPPPS教学模式是近年来备受关注的教学理论和方法,在健康评估教学中,融合这两者 的应用具有一定的潜力和吸引力。文章概述了Gamification理念和BOPPPS教学模式的特点,并指出了它们之间的关联性;讨论了设计融入Gamification理念的BOPPPS教学模式的四重原则,从课前、课中和课后三个阶段提出了融入Gamification理 念的BOPPPS教学模式在健康评估教学中的应用设计,使学生能够全方位地参与到教学中,从而提高教学效果。 展开更多
关键词 gamification理念 BOPPPS教学模式 健康评估教学 应用策略
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Gamification教学理念在来华留学生《针灸学》EMI课程中的应用 被引量:3
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作者 李明月 徐立 王卫 《湖南中医杂志》 2020年第12期99-100,126,共3页
探索Gamification(游戏化)教学理念在来华留学生《针灸学》英语媒介课程(EMI)中的应用。来华留学生在《针灸学》的学习中存在跨文化适应问题,且《针灸学》专业理论抽象、记忆量大、学习任务繁重,在一定程度上影响教学效果。来华留学生... 探索Gamification(游戏化)教学理念在来华留学生《针灸学》英语媒介课程(EMI)中的应用。来华留学生在《针灸学》的学习中存在跨文化适应问题,且《针灸学》专业理论抽象、记忆量大、学习任务繁重,在一定程度上影响教学效果。来华留学生的学习特点及目前高校的教学设备、师资力量等均为Gamification教学理念融入《针灸学》EMI课程提供了可行性。在教学实践中应确定教学目标,合理运用游戏化元素,并及时反馈,从而提高学生的学习兴趣和参与度,达到更好的教学目的。 展开更多
关键词 gamification 来华留学生 《针灸学》
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基于Gamification学习理念的英语听力微课程设计研究 被引量:3
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作者 匡露 《产业与科技论坛》 2016年第24期140-141,共2页
近年来国内关于Gamification的研究不少,其中对于Gamification教学设计的研究主要围绕教学游戏本身的设计展开,真正将Gamification学习理念融入课程教学设计中的研究几乎没有。本文围绕英语听力微课程的设计展开研究,探讨Gamification... 近年来国内关于Gamification的研究不少,其中对于Gamification教学设计的研究主要围绕教学游戏本身的设计展开,真正将Gamification学习理念融入课程教学设计中的研究几乎没有。本文围绕英语听力微课程的设计展开研究,探讨Gamification学习理念对英语听力微课程设计的启示,厘清Gamification学习理念的英语听力微课程学习过程与教学设计原则。 展开更多
关键词 gamification 微课程 课程设计
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基于Gamification理念的移动学习探析 被引量:1
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作者 金涛伟 张迪 黄丽丽 《西部素质教育》 2020年第3期137-137,139,共2页
为了在移动互联网环境下提高学生学习的主观性和创新性,文章首先阐述了基于Gamification理念的移动学习研究背景与理论基础,然后在此基础上分析了游戏化移动学习的优势,最后论述了基于Gamification理念的移动学习策略.
关键词 gamification理念 移动学习 游戏化学习
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Gamification教学理念在来华留学生《中医诊断学》课程中的应用
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作者 李明月 李岩琪 《中医药导报》 2019年第17期138-139,共2页
探索Gamification(游戏化)教学与来华留学生《中医诊断学》课程的结合应用;探讨Gamification的概念及内涵、当前来华留学生《中医诊断学》教学现状与存在问题、Gamification在《中医诊断学》教学中的开展应用。认为游戏化教学目标应与... 探索Gamification(游戏化)教学与来华留学生《中医诊断学》课程的结合应用;探讨Gamification的概念及内涵、当前来华留学生《中医诊断学》教学现状与存在问题、Gamification在《中医诊断学》教学中的开展应用。认为游戏化教学目标应与教学内容密切结合,简化游戏规则,充分阐明游戏规则,注重竞争与合作,合理运用奖励机制并及时反馈。 展开更多
关键词 gamification 游戏化 来华留学生 中医诊断学 教学
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A Sightseeing Planning Support System with Gamification 被引量:1
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作者 Yuro Koga Kayoko Yamamoto 《Journal of Geographic Information System》 2021年第4期485-507,共23页
In recent years, as there has been a major change in the necessity and importance of sightseeing information, a platform to provide real-time sightseeing information according to the ever-changing circumstances is nec... In recent years, as there has been a major change in the necessity and importance of sightseeing information, a platform to provide real-time sightseeing information according to the ever-changing circumstances is necessary. Additionally, it is effective to adopt gamification to increase users’ motivation to continuously utilize the system in order to provide them with more information. In the present study, in order to support users’ enjoyment in creating efficient and pleasant sightseeing plans, the system that incorporates gamification to increase motivation was developed combining with web-geographic information systems (Web-GIS) and sightseeing planning and sharing system. The system was operated over a period of 2 weeks in Chofu City, Tokyo Metropolis, Japan. Based on the results of a questionnaire survey for 51 users, though the operability of the 3 main functions incorporated with motivation by gamification was rated lower than those of the 2 basic functions, their usefulness was highly rated. Based on the results of the access log analysis, it was effective to design the system so that the same functions can be used regardless of the type of information terminal. Additionally, it was evident that the continuous utilization of the system could increase the number of sightseeing plans created by the users. 展开更多
关键词 Sightseeing Planning Support System gamification Mission Sightseeing Plan Creation and Sharing System Web Geographic Information Systems (Web-GISs)
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Gamification in Education: A Study of Design-Based Learning in Operationalizing a Game Studio for Serious Games 被引量:1
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作者 James Hutson Ben Fulcher Joseph Weber 《Journal of Intelligent Learning Systems and Applications》 2022年第4期115-131,共17页
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At t... The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes. 展开更多
关键词 gamification Game-Based Learning PEDAGOGY Game Studio Project Management Team Structure
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Applying Gamification for Digital Transformation to a Platform-Based Business
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作者 Chun-Yi Lin 《Management Studies》 2019年第3期222-228,共7页
The study conducts a single case study and inductive approach to explore how a famous hairdressing chain in Taiwan,China transforms its business to a platform-centric enterprise in the digital era.In order to deal wit... The study conducts a single case study and inductive approach to explore how a famous hairdressing chain in Taiwan,China transforms its business to a platform-centric enterprise in the digital era.In order to deal with its employee resistance to digital transformation resulting from path dependence and increase its employee’s engagement in driving digital transformation,gamification is deployed.As a result,the company has reshaped five domains of its business strategy—customer,competition,data,innovation,and value to build a platform.The platform is the key enabler in facilitating interactions among hairdressers and customers.The co-created hairstyle designs will be the resource of this two-sided market formed by hairdressers and customers in this sharing economy. 展开更多
关键词 digital TRANSFORMATION gamification pipleline COMPANY platform COMPANY
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Gamification and virtual reality for digital twin learning and training:architecture and challenges
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作者 Antonio BUCCHIARONE 《Virtual Reality & Intelligent Hardware》 2022年第6期471-486,共16页
Background Digital Twins are becoming increasingly popular in a variety of industries to manage complex systems.As digital twins become more sophisticated,there is an increased need for effective training and learning... Background Digital Twins are becoming increasingly popular in a variety of industries to manage complex systems.As digital twins become more sophisticated,there is an increased need for effective training and learning systems.Teachers,project leaders,and tool vendors encounter challenges while teaching and training their students,co-workers,and users.Methods In this study,we propose a new method for training users in using digital twins by proposing a gamified and virtual environment.We present an overall architecture and discuss its practical realization.Results We propose a set of future challenges that we consider critical to enabling a more effective learning/training approach. 展开更多
关键词 Digital twins Virtual reality gamification Learning TRAINING
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Study on the Present Situation and Optimization Path of Gamification Design in Chinese University Libraries
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作者 Yuchen Li Junyan Zhu +2 位作者 Yaxian Feng Xingrui Yang Yu Zhou 《Journal on Big Data》 2022年第2期125-133,共9页
In this paper,137“First-class universities”and“First-class discipline”construction universities in China are selected as the objects of investigation to analyzes the present situation and characteristics of the g... In this paper,137“First-class universities”and“First-class discipline”construction universities in China are selected as the objects of investigation to analyzes the present situation and characteristics of the game design of University Library in China.Taking the university library in other countries as the reference object,this paper compares the differences of the game design of University Library in China and other countries,sums up the deficiency of the gamification service practice in Chinese university libraries.At last,this paper proposes an optimization path of the gamification design of Chinese University Library from six aspects of game type,game service object,game interactive mode,game application,game development and game playability. 展开更多
关键词 Double first-class university libraries gamification design optimization path
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Easy Breathing—Definition of a Gamification System to Support the Chronic Care of Childhood Asthma
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作者 Ruofei Hu Jorge Cancela +3 位作者 Giuseppe Fico Cecilia Vera-Muñoz Wenbin Sheng Maria Teresa Arredondo 《Journal of Biomedical Science and Engineering》 2016年第10期122-128,共8页
Asthma is the most common noncommunicable disease among children. It leads to substantial problems both in health and economic terms to individuals and families. This paper introduces a technological solution, Easy Br... Asthma is the most common noncommunicable disease among children. It leads to substantial problems both in health and economic terms to individuals and families. This paper introduces a technological solution, Easy Breathing, that supports the man-agement of childhood asthma, providing tools for both doctors and patients. Through the establishment of an asthma chronic care model, it combines doctors’ professional guidance and a gamification system to improve the compliance of patients with their treatments and to provide them with tools for the self-management of their disease. The system is in the testing phase, the first mockup has been developed and validated with 270 medical experts and patients, and it will be tested with 540 end-users over the next months. 展开更多
关键词 Childhood Asthma gamification Serious Games Chronic Care-Model
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The Application of Gamification Teaching in Kindergarten Teaching
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作者 LI Yuanli 《外文科技期刊数据库(文摘版)教育科学》 2021年第11期247-249,共5页
"Gamification teaching" is a very popular active teaching concept of "education" and "interest" in recent years, and requires teachers to flexibly export the teaching content flexibly in ... "Gamification teaching" is a very popular active teaching concept of "education" and "interest" in recent years, and requires teachers to flexibly export the teaching content flexibly in teaching. Therefore, the teaching purpose of gamification teaching is naturally to let children learn while playing and learning in the happy game experience. However, in the actual process of practical teaching, some preschool teachers have a substantial integration deviation between the understanding of "game" and "teaching". Therefore, sorting out the relationship between gamification teaching and teaching practice, clarifying the road and efficient application for gamification teaching is the core problem of this article, and improving the teaching on the basis. 展开更多
关键词 kindergarten teaching gamification teaching teaching application teaching methods
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Promote the Construction of Curriculum Gamification as a Whole and Focus on the Improvement of Preschool Education Quality
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作者 HAO Xiaoli 《外文科技期刊数据库(文摘版)教育科学》 2020年第2期154-156,共5页
On the way of children's growth, preschool education is not only the first stage of their contact with education, but also the most critical stage of children's enlightenment. At this time, preschool education... On the way of children's growth, preschool education is not only the first stage of their contact with education, but also the most critical stage of children's enlightenment. At this time, preschool education mainly develops children's intelligence, cultivates children's cognitive ability and helps students form good behavior habits, so preschool education has been widely concerned by people. Under the background of the in-depth implementation of the new curriculum standards, it is necessary to optimize and improve the models and methods of preschool education and explore teaching methods suitable for children's development. In this regard, the article explores the strategy of the game-oriented construction of preschool education curriculum. 展开更多
关键词 gamification of curriculum Preschool education quality
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Research on the Mechanism of the Impact of Educational Gamification on Middle
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作者 Zhang Lei 《Education and Teaching Research》 2024年第3期38-44,共7页
This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qua... This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qualitative interviews and observations revealed that gamification significantly enhances intrinsic motivation by increasing interest and engagement in a learning environment.The study also found that gamification indirectly boosts extrinsic motivation through the augmentation of social interaction and learning engagement.Structural equation modeling underscored the direct and indirect effects of gamification on learning motivation.The findings suggest that educators should integrate gamification elements into their teaching designs,focus on fulfilling students’psychological needs for autonomy,competence,and relatedness,and leverage social interactions to foster motivation.The study’s contributions to the educational field include empirical evidence of gamification’s impact and a multidimensional perspective that strengthens the depth of understanding in the application of gamification.However,the study acknowledges limitations such as potential biases and a non-representative sample,calling for future research to address these issues through broader and longitudinal studies. 展开更多
关键词 Educational gamification Learning Motivation Middle School Students Mixed-Methods Research Intrinsic and Extrinsic Motivation Social Interaction Technological Tools in Education Psychological Needs Teaching Design Integration
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