Gamification in Psychiatry: Design and Development of Native Model and the Innovate Strategy in Medical Education as a Funny and Exciting Learning

被引:0
作者
Leilimosalanejad [1 ]
Abdollahifard, Saeed
机构
[1] Jahrom Univ Med Sci, Virtual Learning Ctr, Mental Hlth Dept, Jahrom, Iran
来源
PAKISTAN JOURNAL OF MEDICAL & HEALTH SCIENCES | 2018年 / 12卷 / 04期
关键词
Gamification; psychiatry; student learning;
D O I
暂无
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Background: Gamification is defined as the application of typical elements of game playing (rules of play, point scoring, and competition with others) to other areas of activity, specifically with the aim of engaging users in learning. The present study aimed at the designing, implementation, and evaluation of gamification in psychiatric course. Methods: This gamification was developed to design, develop and assess gamification in psychiatric course in 13 parts in the web and android based mobiles. Gamification was developed in 3 dimensions mechanisms, dynamics and components, in 3 phases including design, implementation and evaluation). This gamification was developed for the acquisition of learning goals in nursing and para medical students in mental illness (psychology or psychiatry) using Octaysis 8 core drivers. Gamification arranged in 3 categories included multiple choice, extended matching and case base learning. Evaluation was based on students (quantitative), interview from professors (qualitative) and IT engineers. Results: Data gathering was from interview and questionnaire with 8 items in 5 continuum in order to evaluate students' satisfaction (n=42), teacher evaluation (n=5), and technical evaluation from IT engineers (n-=10). The students reported this software as funny and interesting. Most of them reported the positive effect of gamification on learning (average mean score of items). The teachers also described the software as an efficient tool for achieving students' higher level of learning in psychiatry, funny and innovative method, also a new way to teach psychiatry. IT engineers positively reported the technical characteristics. Most of them reported the positive effect of gamification on learning (average mean score of items). Conclusion: Due to the efficacy of gamification in students' satisfaction and learning indicators, it is suggested that gamification should be used in the design and development of medical course as an innovative, interactive and exciting method.
引用
收藏
页码:1820 / 1828
页数:9
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