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
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
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
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
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
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
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
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
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
"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
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
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
文摘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.
基金Scientific Research Project of Hunan Provincial Department of Education“Design and Implementation of Vocational Nursing Talent Training Based on Virtual Reality Immersive Game Teaching”(Project No.:23C0938)Loudi Vocational and Technical College 2024 Education and Teaching Reform Research Project“Design and Implementation of Surgical Nursing Gamification Course Based on Immersive Virtual Reality Technology”(Project No.:LZJY24ZZC01)。
文摘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.
文摘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.
文摘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.
文摘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.
文摘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.
文摘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.
文摘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.
文摘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.
文摘"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.
文摘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.
文摘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.