通过游戏学习:教育工作者和学生反思游戏化评估
Gerhardus George Visser Koch1, Hamida Moosa1, Janike Smith1
1Department of Medical Imaging and Therapeutic Sciences, Faculty of Health and Wellness Sciences, Cape Peninsula University of Technology, South Africa.
Journal of medical imaging and radiation sciences
|November 14, 2025
概括
高等教育评估中的游戏化增强了学生的参与度和动机. 教师和学生发现游戏化学习具有价值,并建议改善未来在卫生专业教育中的实施.
科学领域:
- 健康 专业 教育 卫生 专业 教育
- 教育技术的教育技术
背景情况:
- 高等教育中的游戏化越来越受欢迎,特别是在卫生专业.
- 关于教育工作者和学生使用游戏化评估的经验的研究有限.
- 本文探讨了本科医学成像和治疗科学课程中的一个新的游戏化评估.
研究的目的:
- 探索教育工作者和学生的经验,通过一个新整合的游戏化评估.
- 评估游戏化评估作为高等教育工具的潜力.
- 收集有关改善游戏化评估设计和实施的见解.
主要方法:
- 利用吉布斯反思周期,让两名教师和两名学生进行反思.
- 这项研究涉及来自单一研究地点的四名参与者.
- 吉布斯反思周期包括描述,感受,评估,分析,结论和行动计划.
主要成果:
- 教师和学生对游戏化的价值有着相似的看法.
- 建议包括为游戏创造有利的物理空间,并制定同行评价标题.
- 突出了游戏化评估的协作开发.
结论:
- 游戏化评估显示了提高学生参与度,动机和学习成果的潜力.
- 该研究强调了在游戏化评估开发中采用协作和反思方法的价值.
- 结果可以为其他健康专业和学术领域的游戏化评估设计提供信息.
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