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1.
JMIR Serious Games ; 12: e53072, 2024 Feb 23.
Artículo en Inglés | MEDLINE | ID: mdl-38393767

RESUMEN

BACKGROUND: There is ample evidence that most children do not perform enough physical activity (PA). To address this major public health problem, the French government implemented 30 minutes of daily PA (DPA) at schools but did not provide any supplemental resources or concrete guidance. Considering both children's interest in video games and the need for teachers to complete their curriculum, the use of a learning-based exergame that combines PA and learning appears particularly relevant. OBJECTIVE: The first objective of this study was to evaluate the feasibility of implementing 30 minutes of DPA through exergaming among school-age children. The second objective was to examine the effects of an exergaming program on physical literacy, academic learning, and soft skills (motivation, self-efficacy, and concentration). METHODS: This interventional study had a pre-post design and used the Play LÜ exergame platform. The study included 79 children with a mean age of 8.9 (SD 1.2) years from grade 2 (7 years old) to grade 5 (11 years old). Play LÜ requires players to throw balls against a wall to reach a target or to activate an object and provides an interactive game area for educational activities linked to specific learning themes. After a 4-session familiarization phase during which the teachers chose to prioritize mathematics learning in 30-minute DPA sessions, students took part in DPA sessions over a period of 3 weeks with Play LÜ and a motor skills circuit behind the LÜ setup to keep them continuously active. All sessions were carried out by PA specialists. Each session started with a warm-up using the Grööve application, continued with main activities promoting mathematics learning adapted to each grade level, and ended with a 3-minute meditation for returning to a calm and serene state using the Gaïa application. Before (T0) and after (T1) the program, students completed a self-evaluation booklet to assess their levels of physical literacy, academic performance, and soft skills. RESULTS: The implementation of this exergaming program was welcomed by the school's administration, teaching staff, and parents. After the program, we observed increased scores for physical literacy (difference +2.6, percentage change +3.6%; W=933.0; P=.002; rrb=-0.39, 95% CI -0.58 to -0.16) and motivation in mathematics (+0.7, +9.8%; W=381.5; P=.005; rrb=-0.44, 95% CI -0.66 to -0.16). In addition, it is important to note that some measures progressed differently across learning levels and age groups. CONCLUSIONS: The study results indicate positive impacts of learning-based exergaming on physical literacy and motivation in mathematics among school-age children.

2.
J Interprof Care ; 38(1): 176-181, 2024 Jan 02.
Artículo en Inglés | MEDLINE | ID: mdl-37551927

RESUMEN

Systems thinking and interprofessional collaborative practice competencies are critical to inculcate in students of health professions programs. The purpose of this study was to evaluate the impact that an interprofessional education (IPE) experience consisting of an educational game, Friday Night at the ER (FNER), and structured debriefing had on students' systems thinking and self-assessed interprofessional socialization and teamwork skills. Systems thinking was evaluated using the Systems Thinking Scale (STS), and interprofessional socialization and teamwork were evaluated using a modified Interprofessional Socialization and Valuing Scale-9 (ISVS-9) and Interprofessional Collaboration Competency Attainment Scale (ICCAS) question #21. This single-center study targeted students in 13 health professions programs. In the cohort (N of 626), Systems thinking increased significantly. Interprofessional socialization increased significantly, with a large effect size, and 485 (78%) students indicated their interprofessional collaborative practice competencies improved. Program evaluation data revealed students highly valued the experience and would recommend it to their peers. Based on our findings, an IPE experience consisting of FNER gameplay and structured debriefing can improve systems thinking and interprofessional socialization and teamwork in a large, diverse group of students of health professions programs.


Asunto(s)
Relaciones Interprofesionales , Socialización , Humanos , Empleos en Salud/educación , Estudiantes , Análisis de Sistemas
3.
JMIR Serious Games ; 11: e44708, 2023 Nov 09.
Artículo en Inglés | MEDLINE | ID: mdl-37943588

RESUMEN

BACKGROUND: The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can be significantly reduced through early recognition, correct assessment, and timely initiation of appropriate therapy. Serious gaming (SG) is an innovative teaching method that combines play with knowledge acquisition, increased concentration, and quick decision-making and could therefore be used for clinically oriented education. OBJECTIVE: This study aims to develop a case-based SG platform for complication management in pancreatic and colorectal surgery, validate the application by comparing game courses of various professional groups in the health care sector, and test the acceptance of the developed platform in the context of clinical education by measuring levels of usability and applicability within the framework of a validity and usefulness analysis. METHODS: In this observational trial, a novel SG for management of postoperative complications was developed and prospectively validated in a cohort of 131 human caregivers with varying experience in abdominal surgery. A total of 6 realistic patient cases were implemented, representing common complications after pancreatic and colorectal surgery. Cases were developed and illustrated using anonymized images, data, and histories of postoperative patients. In the prospective section of this study, following a brief case presentation, participants were asked to triage the virtual patient, make an initial suspected diagnosis, and design a 3-step management plan, throughout which the results of selected diagnostic and therapeutic actions were presented. Participants' proposed case management was compared to ideal case management according to clinical guidelines. Usability, applicability, validity, and acceptance of the application were assessed using the Trier Teaching Evaluation Inventory as part of a noncomparative analysis. In addition, a comparative analysis of conventional teaching and learning formats was carried out. RESULTS: A total of 131 cases were answered. Physicians selected more appropriate therapeutic measures than nonphysicians. In the Trier Teaching Evaluation Inventory, design, structure, relevance, timeliness, and interest promotion were predominantly rated positively. Most participants perceived the application to be superior to conventional lecture-based formats (training courses, lectures, and seminars) in terms of problem-solving skills (102/131, 77.9%), self-reflection (102/131, 77.9%), and usability and applicability (104/131, 79.4%). CONCLUSIONS: Case-based SG has educational potential for complication management in surgery and could thereby contribute to improvements in postoperative patient care.

4.
BMC Med Educ ; 23(1): 753, 2023 Oct 11.
Artículo en Inglés | MEDLINE | ID: mdl-37821895

RESUMEN

BACKGROUND: This study aimed to determine the impact of implementing instructional educational games on attaining the intended learning outcomes mapped with the competencies of a pharmacy practice experience course, and to assess students' attitudes towards motivation and engagement in this active learning activity. METHODS: This was a quasi-experimental study that utilized a pretest-posttest for the research groups. Students were divided into teams and challenged to answer different questions related to the case scenarios. Different gaming platforms as Gamilab, Wisc-Online, and Quizizz were accordingly used to create different questions that help students memorize medications' brand names, and acquire the advanced community knowledge and skills. The attainment of the intended learning outcomes was assessed and compared between the experimental and control groups through the course total average of grades, and the subsequent averages of domains relating to the course competencies. Attitudes towards motivation and engagement in educational games activities were also assessed among the experimental group. RESULTS: A total of 233 students were enrolled in the study. The experimental group had significantly higher total posttest average compared to the control group (Beta = 7.695, 95% CI = 4.964-10.425, P < 0.001). The experimental group had also significantly higher averages of competency domains related to foundational knowledge (Beta = 1.471, 95% CI = 0.723-2.219, P < 0.001), pharmaceutical care (Beta = 1.650, 95% CI = 0.673-2.627, P < 0.001), essentials to practice and care (Beta = 1.838, 95% CI = 0.626-3.050, P < 0.003), and approach to practice and care (Beta = 2.736, 95% CI = 1.384-4.088, P < 0.001) averages. The experimental group reflected positive attitudes toward gamification engagement and motivation, with greater than 60% of the students recommend engage educational games to be part of the course. CONCLUSION: Incorporation of educational games into pharmacy practice experiences resulted in better learning outcomes. This kind of active learning appears to be acceptable and motivational for students, and is recommended for further research in didactic courses in the pharmacy curriculum.


Asunto(s)
Educación en Farmacia , Aprendizaje Basado en Problemas , Estudiantes de Farmacia , Humanos , Curriculum , Educación en Farmacia/métodos , Motivación , Servicios Farmacéuticos , Farmacia , Aprendizaje Basado en Problemas/métodos , Estudiantes de Farmacia/psicología
5.
Curr Pharm Teach Learn ; 15(6): 581-586, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-37394355

RESUMEN

INTRODUCTION: While gamification has been used in pharmacy education, more research is needed to establish that these methods are effective. The objective of our study was to evaluate the effectiveness of a murder mystery activity to teach patient communication and interviewing skills to first year pharmacy students in a pharmacy skills laboratory. METHODS: A non-medical murder mystery activity was used to introduce and provide practice on communication techniques needed for obtaining a medical history. These techniques included an introduction, confirmation of patient identity, nonverbal expression, self-expression, empathy, emotional response, question style, organization, and appropriate closure. In groups of three to five, students interviewed five different suspects and were assessed as a group on their second and fifth suspect interviews within one, three-hour laboratory session using a standardized rubric. Assessments were completed by students, standardized patients, and faculty. RESULTS: A total of 161 students completed the murder mystery exercise over three years. Total student scores all significantly improved from the second to fifth interview. In addition to total scores, each subtotal score significantly improved from the second to fifth interview, regardless of the evaluator. CONCLUSIONS: Within the murder mystery laboratory, students' communication scores improved on a standardized communication rubric. Use of a murder mystery is an effective, engaging way to introduce and practice communication skills that could be adapted by other institutions.


Asunto(s)
Educación en Farmacia , Estudiantes de Farmacia , Humanos , Docentes , Comunicación , Empatía , Estudiantes de Farmacia/psicología
6.
Front Psychol ; 14: 1176773, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37325756

RESUMEN

Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with non-educational games that are designed for entertainment. The focus of this paper is in studying players' learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (N = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic data-driven qualitative content analysis of the responses to this question yielded 11 categories representing different types of game-based learning outcomes. A consequent cluster analysis suggested three groups of informal game-based learning, which differed in their emphasis on (1) learning persistence, (2) learning practices and community, and (3) learning to perform. Our analyses indicated substantial connections between the learning outcomes and gameplay motives and gameplay activity preferences. Such connections point out how gameplay activity has an inherently close relationship with learning. Moreover, the results yielded significant association between learning outcomes, wellbeing measures, and eudaimonic motives to play digital games. These results indicate that playing games because gaming is aligned with players' core values and need for self-realization are clear precedents for both wellbeing and learning outcomes.

7.
AERA Open ; 9: 23328584231165919, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37123170

RESUMEN

The current study investigated the effectiveness of three distinct educational technologies-two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge. More than 3,600 Grade 7 students across nine in-person and one virtual schools within the same district were randomly assigned to one of the four conditions. Students received nine 30-minute intervention sessions from September 2020 to March 2021. Hierarchical linear modeling analyses of the final analytic sample (N = 1,850) showed significantly higher posttest scores for students who used From Here to There and DragonBox 12+ compared to the Active Control condition. No significant difference was found for the Immediate Feedback condition. The findings have implications for understanding how game-based applications can affect algebraic understanding, even within pandemic pressures on learning.

8.
Artículo en Inglés | MEDLINE | ID: mdl-36900825

RESUMEN

Air pollution is known to be one of the main causes of injuries to the respiratory system and even premature death. Gases, particles, and biological compounds affect not only the air we breathe outdoors, but also indoors. Children are highly affected by the poor quality of the air they breathe because their organs and immune systems are still in the developmental stages. To contribute to raising children's awareness to these concerns, this article presents the design, implementation, and experimental validation of an serious augmented reality game for children to playfully learn about air quality by interacting with physical sensor nodes. The game presents visual representations of the pollutants measured by the sensor node, rendering tangible the invisible. Causal knowledge is elicited by stimulating the children to expose real-life objects (e.g., candles) to the sensor node. The playful experience is amplified by letting children play in pairs. The game was evaluated using the Wizard of Oz method in a sample of 27 children aged between 7 and 11 years. The results show that the proposed game, in addition to improving children's knowledge about indoor air pollution, is also perceived by them as easy to use and a useful learning tool that they would like to continue using, even in other educational contexts.


Asunto(s)
Contaminación del Aire Interior , Contaminación del Aire , Realidad Aumentada , Humanos , Niño , Escolaridad , Instituciones Académicas
9.
JMIR Serious Games ; 11: e40350, 2023 Feb 13.
Artículo en Inglés | MEDLINE | ID: mdl-36780215

RESUMEN

BACKGROUND: Complete blood count (CBC) and hemostatic screening tests are among the most commonly prescribed blood tests worldwide. All health care workers (nurse practitioners, pharmacists, dentists, midwives, and physicians) are expected to correctly interpret the results in their daily practice. Currently, the undergraduate hematology curriculum consists predominantly of lecture-based teaching. Because hematology combines basic science (blood cells and hemostasis physiology) and clinical skills, students report that they do not easily master hematology with only lecture-based teaching. Having interviewed students at the University of Lorraine, we considered it necessary to develop new teaching approaches and methods. OBJECTIVE: We aimed to develop and validate a serious game about CBC analysis for health care students. Our primary objective was to help students perceive hematology as being a playful and easy topic and for them to feel truly involved in taking care of their patients by analyzing blood tests. We considered that this game-based approach would be attractive to students as an addition to the classic lecture-based approach and improve their knowledge and skills in hematology. METHODS: We developed an adventure game called SUPER HEMO, a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and problem-solving tests. Following validation with beta testing by a panel of volunteer students, we used a novel, integrated teaching approach. We added 1.5 hours of gaming to the standard curriculum for a small group of volunteer students. Physician and pharmacy students in their third year at a single French university were invited to attend this extracurricular course. Pregame and postgame tests and satisfaction surveys were immediately recorded. Final hematology exam results were analyzed. RESULTS: A total of 86 of 324 physician students (26.5%) and 67 of 115 pharmacy students (58%) opted to participate. Median scores on the pre- and posttests were 6 out of 10 versus 7 out of 10, respectively, for the physician students, (P<.001) and 7.5 out of 10 versus 8 out of 10, respectively, for the pharmacy students (P<.001). At the final hematology evaluation, physician students who played SUPER HEMO had a slightly better median score than those who did not: 13 out of 20 versus 12 out of 20, respectively (P=.002). Pharmacy students who played SUPER HEMO had a median score of 21.75 out of 30; this was not significantly different from pharmacy students who did not play SUPER HEMO (20/30; P=.12). Among the participants who answered the survey (n=143), more than 86% (123/143) believed they had strengthened their knowledge and nearly 80% (114/143) of them had fun. CONCLUSIONS: Feedback from this game session provided evidence to support the integration of interactive teaching methods in undergraduate hematology teaching. The development of SUPER HEMO is intended to be completed so that it can become a support tool for continuing education.

10.
Curr Top Behav Neurosci ; 65: 289-307, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36592277

RESUMEN

The consumer age of the Personal Computer and mobile devices has opened up a new world of opportunities for innovative teaching methodologies, many based on serious games and virtual worlds. Similar levels of market penetration are expected for the use of Immersive Virtual Reality (iVR) over upcoming decades, once all the core technologies for game engines and head-mounted displays are available on the market at affordable prices. In this chapter, a general overview of the state of the art of iVR learning experiences is presented. Firstly, the advantages of iVR over traditional learning are described - advantages that must be considered when defining iVR experiences for the optimization of student learning and satisfaction. Secondly, the relationship between learning theories and iVR experiences is briefly summarized; an area where constructivist theories appear to be the most commonly used theory in iVR experiences. Thirdly, some examples of the success of iVR applications at different learning levels, from primary school to higher education, are summarized. Fourthly, the key factors for the successful design and use of an iVR experience in education are identified, from the predesign stage to the final evaluation - with special attention given to the different possibilities of each type of HMD for different kinds of educational experiences. Finally, the main limitations of iVR for learning today and the future trends of this technology for teaching are also identified and discussed.


Asunto(s)
Realidad Virtual , Humanos , Aprendizaje
11.
Am J Pharm Educ ; 87(3): ajpe8899, 2023 04.
Artículo en Inglés | MEDLINE | ID: mdl-36270662

RESUMEN

Objective. To describe the development and assessment of an integrated virtual escape room in a cardiology course.Methods. A virtual escape room was developed to reinforce therapeutics, pharmacology, pharmacokinetics, medicinal chemistry, pharmacogenomics, and calculations related to cardiology in an integrated pharmacy course and was completed by two student cohorts. Groups of four to five students had 40 minutes to complete virtual escape room puzzles, and each puzzle had to be solved correctly prior to advancing. After completion of the activity, learners met with facilitators to debrief. Students completed pre- and postsurveys to assess knowledge changes and their perceptions of the experience.Results. One hundred twenty-six second-year Doctor of Pharmacy (PharmD) students completed the escape room, and 79% (n=55) and 93% (n=52) of students completed pre- and postsurveys for the 2020 and 2021 cohorts, respectively. Results showed a significant improvement in student knowledge on pre- to postsurvey knowledge questions (2020 presurvey mean [SD]=43.1 [22.6], postsurvey mean [SD]=74.1 [19.6]; 2021 presurvey mean [SD]=52.0 [15.8], postsurvey mean [SD]=67.1 [19.2]). Most students in both cohorts (88%) agreed that logistics of the escape rooms were amenable to learning and applying information, and 86% enjoyed working through puzzles.Conclusion. The virtual escape room was well received by students and served as an effective tool for reinforcing and integrating cardiology concepts. The virtual nature of the activity makes it practical and easily replicable to implement at other institutions, which can benefit from using the format, logistics, and materials described in this study to decrease faculty workload and costs associated with implementing this educational technique.


Asunto(s)
Cardiología , Educación en Farmacia , Farmacia , Estudiantes de Farmacia , Humanos , Educación en Farmacia/métodos , Aprendizaje , Estudiantes
12.
Front Psychol ; 14: 1292110, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-38259582

RESUMEN

Introduction: Natural science education, as an important means to improve the scientific literacy of citizens, combines science education games with virtual reality (VR) technology and is a major developmental direction in the field of gamified learning. Methods: To investigate the impact of VR science education games on learning efficiency from the perspective of embodied cognition, this study uses the China National Knowledge Infrastructure (CNKI) and Web of Science (WOS) databases as the main source of samples. A meta-analysis of 40 studies was conducted to examine teaching content, game interaction, and immersion mode. Results: The study found that (1) VR science and education games have a moderately positive impact on the overall learning effect; (2) regarding teaching content, the learning effect of skill training via VR science and education games is significant; (3) regarding interaction form, the learning effect on active interaction is significantly better than that of passive interaction; (4) regarding immersion mode, somatosensory VR games have a significant impact on the enhancement of students' learning; (5) regarding application disciplines, VR science education games have a greater impact on science, engineering, language and other disciplines; (6) regarding academic segments, the learning effect on college students is most significant; and (7) regarding experimental intervention time, short-term intervention is most effective. Discussion: Accordingly, this article proposes strategies for VR science game design from the perspective of embodied cognition: a five-phase strategy including skill training, human-computer interaction, and environmental immersion, aiming to improve the learning effect and experience of users.

13.
E-Cienc. inf ; 12(2)dic. 2022.
Artículo en Español | LILACS-Express | LILACS | ID: biblio-1448128

RESUMEN

El propósito de este artículo es exponer la metodología didáctica utilizada para la creación de catálogos de autoridad de autor en los cursos de catalogación de la Escuela de Bibliotecología y Ciencias de la Información de la Universidad de Costa Rica. Se muestran los principales materiales didácticos creados para los cursos, así como la importancia de la utilización de la metodología lúdica. Lo anterior se desarrolló para la enseñanza de la creación de puntos de acceso de personas, familias y entidades corporativas aplicando las RDA, además de la creación de los catálogos de autoridades como medio de normalización de estos puntos de acceso. La metodología utilizada se basó en una investigación cuantitativa de alcance descriptivo en la cual se realizó un cuestionario en línea con el objetivo de analizar la percepción de las personas estudiantes del curso BI-2003 Catalogación II, respecto a la utilización de las herramientas didácticas para la elaboración de los catálogos de autoridad de autor y de la metodología lúdica como método de aprendizaje. Uno de los principales hallazgos de esta investigación es que las herramientas didácticas creadas para la elaboración de catálogos de autoridades, así como la estrategia lúdica, favorecen la comprensión y aplicación de ejercicios prácticos, en los cuales tienen la posibilidad de trabajar con la normativa vigente.


The purpose of this article is to present the didactic methodology used for the creation of author's authority catalogs in the cataloging courses of the School of Librarianship and Information Sciences of the University of Costa Rica. The main didactic materials created for the courses are shown, as well as the importance of using the ludic methodology. The foregoing was developed to teach the creation of access points for individuals, families and corporate entities applying the RDA, in addition to the creation of authority catalogs as a means of standardizing these access points. The methodology used was based on quantitative research of descriptive scope in which an online questionnaire was carried out in order to analyze the perception of the students of the BI-2003 Cataloging II course, regarding the use of didactic tools for the preparation of author's authority catalogs and ludic methodology as a learning method. As part of the conclusions, it was established that one of the main findings of this research is that the didactic tools created for the elaboration of authority catalogs, as well as the ludic strategy, favor the understanding and application of practical exercises, in which they have the possibility of working with current regulations.

14.
Front Psychol ; 13: 996403, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36438312

RESUMEN

As one of the important research fields of educational technology, the potential of educational games has been widely recognized by academic researchers. However, in terms of practical application, it is difficult to balance education and recreation, and problems have also arisen in learners' cognitive development and skill enhancement. On this basis, this paper initially compares the educational and entertainment aspects of educational games from a learning motivation perspective. It draws on the theory of self-regulated learning and ARCS learning to establish an ARCS learning motivation model and educational game design framework. Finally, it develops a bio evolution education game that is based on this framework, and this verifies that this framework can feasibly guide practice. In drawing on the theory of autonomous learning, this paper discusses the design framework of stimulating and sustaining learning in educational games, and establishes a bridge between user learning behavior and entertainment behavior. This will provide a theoretical and case study reference for the integration of educational purpose and game entertainment into educational games.

15.
Front Psychol ; 13: 1009305, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36275294

RESUMEN

Academic integrity is at the heart of excellent education. However, resources explaining the concept tend to be definition-driven, while using complex language and sometimes even an austere tone designed to discourage students from breaches. This study aims to design and evaluate an online module at a UK University across 2 years, designed to improve students' understanding of concepts of academic integrity and practice. The module includes a range of interactive resources (e.g., gamified quizzes and e-booklets) and was made available to a large cohort of postgraduate students (448). The study adopts a mixed-methods approach composed of three sequential phases involving first collecting students' views on existing academic integrity resources (7 students participating in a focus group and 39 competing a questionnaire), then developing a range of new ones based on students' feedback to form the content of the module, and finally gathering students' evaluation on the newly created resources (sample size: 361 students). Results illustrate a clear improvement in relation to the accessibility, usefulness and understandability of new resources. Results also highlight a remarkable increase in student confidence levels regarding academic integrity. Students also considered the new module as more appealing and informative. This manuscript offers a good example of a pedagogical approach aimed at promoting academic integrity in an innovative and engaging fashion.

16.
JMIR Serious Games ; 10(3): e32095, 2022 Sep 26.
Artículo en Inglés | MEDLINE | ID: mdl-36155979

RESUMEN

BACKGROUND: The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting to online teaching, which has become an enormous challenge for teachers and students. Implementing adequate online pedagogical approaches and integrating different digital tools in the teaching process have become a priority in educational systems. Finding a way to keep students' interest and persistence in learning is an important issue that online education is facing. One possible way to establish engaging and interactive learning environments, using the energy and enthusiasm of students for educational purposes, is the use of game-based learning activities and gamification of different parts of the educational process. OBJECTIVE: This paper presents a use case of migrating an escape room-style educational game to an online environment by using the design thinking methodology. We wanted to show that the design thinking methodology is useful to create engaging and motivating online games that provide educational value. METHODS: Starting from students' perspective, we created a simple digital escape room-style game where students got an opportunity to self-assess their knowledge in computer science at their own pace. Students tested this prototype game, and their opinions about the game were collected through an online survey. The test's goal was to evaluate the students' perceptions about the implemented digital escape room-style educational game and gather information about whether it could achieve students' engagement in learning computer science during online teaching. RESULTS: In total, 117 students from sixth and seventh grades completed the survey regarding the achieved student engagement. Despite the differences in students' answers about game complexity and puzzle difficulty, most students liked the activity (mean 4.75, SD 0.67, on a scale from 1 to 5). They enjoyed the game, and they would like to participate in this kind of activity again (mean 4.74, SD 0.68). All (n=117, 100%) students found the digital escape room-style educational game interesting for playing and learning. CONCLUSIONS: The results confirmed that digital escape room-style games could be used as an educational tool to engage students in the learning process and achieve learning outcomes. Furthermore, the design thinking methodology proved to be a useful tool in the process of adding novel educational value to the digital escape room-style game.

17.
Sensors (Basel) ; 22(15)2022 Jul 28.
Artículo en Inglés | MEDLINE | ID: mdl-35957223

RESUMEN

Industry 4.0 involves various areas of engineering such as advanced robotics, Internet of Things, simulation, and augmented reality, which are focused on the development of smart factories. The present work presents the design and application of the methodology for the development of augmented reality applications (MeDARA) using a concrete, pictorial, and abstract approach with the intention of promoting the knowledge, skills, and attitudes of the students within the conceptual framework of educational mechatronics (EMCF). The flight of a drone is presented as a case study, where the concrete level involves the manipulation of the drone in a simulation; the graphic level requires the elaboration of an experiential storyboard that shows the scenes of the student's interaction with the drone in the concrete level; and finally, the abstract level involves the planning of user stories and acceptance criteria, the computer design of the drone, the mock-ups of the application, the coding in Unity and Android Studio, and its integration to perform unit and acceptance tests. Finally, evidence of the tests is shown to demonstrate the results of the application of the MeDARA.


Asunto(s)
Realidad Aumentada , Simulación por Computador , Humanos , Estudiantes , Dispositivos Aéreos No Tripulados
18.
Front Psychol ; 13: 812091, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35814164

RESUMEN

Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of open policies in Higher Education (HE) institutions, the gamified interactive learning experience Catch the Open! was developed. Catch the Open! targets HE educators who wish to learn, or who wish to deepen their existing knowledge, about OE and Open Educational Practices (OEP). Within the gamified learning experience, the user becomes an educator, Alex, the game character, who receives a task from the Rector: to investigate how to best include OE and OEP in teaching and learning practice within the institution. Alex proceeds to explore and gather information in a web-based 2D virtual HE institution where students, colleagues, and guest researchers will help her to develop a comprehensive understanding of OE and the practical application of OEP. The educational content within Catch the Open! is underpinned by an OE competences framework for HE educators, developed in a previous phase of the Erasmus+ OpenGame project. In this paper, the design process to link pedagogical and technological approaches, which results in the Catch the Open! gamified web-based interactive application, is presented as well as the application itself. Moreover, two phases of piloting with 153 HE educators from six different HE institutions are presented. The obtained findings showed that the gamified environment helped in learning about OE. On the other hand, learners also suggested several improvement aspects of the gamified environment, such as the length of finishing a learning mission while playing.

19.
Front Artif Intell ; 5: 788605, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35350407

RESUMEN

Executive functions are a class of cognitive processes critical for purposeful goal-directed behavior. Cognitive training is the adequate stimulation of executive functions and has been extensively studied and applied for more than 20 years. However, there is still a lack of solid consensus in the scientific community about its potential to elicit consistent improvements in untrained domains. Individual differences are considered one of the most important factors of inconsistent reports on cognitive training benefits, as differences in cognitive functioning are both genetic and context-dependent, and might be affected by age and socioeconomic status. We here present a proof of concept based on the hypothesis that baseline individual differences among subjects would provide valuable information to predict the individual effectiveness of a cognitive training intervention. With a dataset from an investigation in which 73 6-year-olds trained their executive functions using an online software with a fixed protocol, freely available at www.matemarote.org.ar, we trained a support vector classifier that successfully predicted (average accuracy = 0.67, AUC = 0.707) whether a child would improve, or not, after the cognitive stimulation, using baseline individual differences as features. We also performed a permutation feature importance analysis that suggested that all features contribute equally to the model's performance. In the long term, this results might allow us to design better training strategies for those players who are less likely to benefit from the current training protocols in order to maximize the stimulation for each child.

20.
JMIR Serious Games ; 10(1): e33459, 2022 Feb 16.
Artículo en Inglés | MEDLINE | ID: mdl-35171103

RESUMEN

BACKGROUND: Educational games have been proven to support the teaching of various concepts across disciplines. Plagiarism is a major problem among undergraduate and postgraduate students at universities. OBJECTIVE: In this paper, we propose a game called Plagi-Warfare that attempts to teach students about plagiarism. METHODS: To do this at a level that is beyond quizzes, we proposed a game storyline and mechanics that allow the player (or student) to play as a mafia member or a detective. This either demonstrated their knowledge by plagiarizing within the game as a mafia member or catching plagiarists within the game as a detective. The game plays out in a 3D environment representing the major libraries of the University of Johannesburg, South Africa. In total, 30 students were selected to evaluate the game. RESULTS: Evaluation of the game mechanics and storyline showed that the student gamers enjoyed the game and learned about plagiarism. CONCLUSIONS: In this paper, we presented a new educational game that teaches students about plagiarism by using a new crime story and an immersive 3D gaming environment representing the libraries of the University of Johannesburg.

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