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Project-Based Learning Guidelines for Health Sciences Students: An Analysis with Data Mining and Qualitative Techniques
Published on: December 9, 2022
Psychiatry gamification from blended learning models and efficacy of this program on students
Leili Mosalanejad1, Saeed Abdollahifard2, Tahereh Abdian3
1Department of Medical Education, Virtual Center, Jahrom University of Medical Sciences, Jahrom, Iran.
Mental gamification using blended learning and the flex model positively impacts student satisfaction and motivation. This educational approach enhances engagement and learning outcomes in health sciences students.
Area of Science:
- Educational Technology
- Medical Education
Background:
- Gamification technology, incorporating game elements, enhances motivation, participation, and behavior change.
- Blended learning models offer flexible educational approaches.
Purpose of the Study:
- To evaluate the implementation of mental gamification within a blended learning framework.
- To assess the efficacy of this gamified program on student learning, motivation, and satisfaction.
Main Methods:
- A blended learning approach using the flex model was designed for mental illness lessons.
- Technical (dynamics, mechanisms, elements) and educational design components were integrated.
- Intervention applied to undergraduate and executive medical, health, and laboratory sciences students.
- Quantitative and qualitative analyses were used to assess impact.
Main Results:
- Student attitudes towards gamification were positive, with most efficacy scores exceeding average.
- Qualitative analysis revealed student perceptions of the intervention's advantages and disadvantages.
- The program demonstrated a positive impact on student learning, motivation, and satisfaction.
Conclusions:
- Mental gamification, integrated into blended learning via the flex model, effectively enhances student satisfaction.
- The study supports the use of gamification in medical education to improve student engagement and outcomes.
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