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
生物制品学是以现代生物技术为核心的一门新的独立学科,其研究成果在全球重大、流行性疾病的预防、治疗、诊断中发挥了不可忽视的作用。本研究以培养创新型生物技术人才为目标,在生物制品学课程中开展了以互联网+学习平台为基础的“自...生物制品学是以现代生物技术为核心的一门新的独立学科,其研究成果在全球重大、流行性疾病的预防、治疗、诊断中发挥了不可忽视的作用。本研究以培养创新型生物技术人才为目标,在生物制品学课程中开展了以互联网+学习平台为基础的“自主初探+团队协作+师生探讨”相结合的以团队为基础的翻转课堂(flipped classroom and team-based learning,FC-TBL)教学模式,并从教学设计、教学资源平台建设、教学评价体系建立3个方面总结了该教学模式的实践经验,以期为相关教学研究提供参考。展开更多
目的探究呼吸科学生教学中基于问题教学法(problem based learning,PBL)-基于案例教学法(case-based learning,CBL)联合多学科团队协作(multiple department team,MDT)教学法的价值。方法以2022年4月—2023年4月在河南省肿瘤医院呼吸科...目的探究呼吸科学生教学中基于问题教学法(problem based learning,PBL)-基于案例教学法(case-based learning,CBL)联合多学科团队协作(multiple department team,MDT)教学法的价值。方法以2022年4月—2023年4月在河南省肿瘤医院呼吸科实习的40名实习生、进修生、研究生学生为研究对象,以双盲法分为对照组和研究组,各20名,对照组行普通教学法,研究组行PBL-CBL+MDT教学法,统计考核成绩,观察个人技能,观察教学满意率。结果教学后,研究组理论检测、临床操作以及病历书写3个层面评分均高于对照组,差异有统计学意义(P均<0.05)。研究组的个人技能评估均高于对照组,差异有统计学意义(P<0.05)。研究组的教学多样性、趣味性、引导性及教学实践性满意度均高于对照组,差异有统计学意义(P均<0.05)。结论PBL-CBL+MDT教学法有较好价值,可增强呼吸科医学生教学效果,提升其个人技能。展开更多
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.
文摘生物制品学是以现代生物技术为核心的一门新的独立学科,其研究成果在全球重大、流行性疾病的预防、治疗、诊断中发挥了不可忽视的作用。本研究以培养创新型生物技术人才为目标,在生物制品学课程中开展了以互联网+学习平台为基础的“自主初探+团队协作+师生探讨”相结合的以团队为基础的翻转课堂(flipped classroom and team-based learning,FC-TBL)教学模式,并从教学设计、教学资源平台建设、教学评价体系建立3个方面总结了该教学模式的实践经验,以期为相关教学研究提供参考。
文摘目的探究呼吸科学生教学中基于问题教学法(problem based learning,PBL)-基于案例教学法(case-based learning,CBL)联合多学科团队协作(multiple department team,MDT)教学法的价值。方法以2022年4月—2023年4月在河南省肿瘤医院呼吸科实习的40名实习生、进修生、研究生学生为研究对象,以双盲法分为对照组和研究组,各20名,对照组行普通教学法,研究组行PBL-CBL+MDT教学法,统计考核成绩,观察个人技能,观察教学满意率。结果教学后,研究组理论检测、临床操作以及病历书写3个层面评分均高于对照组,差异有统计学意义(P均<0.05)。研究组的个人技能评估均高于对照组,差异有统计学意义(P<0.05)。研究组的教学多样性、趣味性、引导性及教学实践性满意度均高于对照组,差异有统计学意义(P均<0.05)。结论PBL-CBL+MDT教学法有较好价值,可增强呼吸科医学生教学效果,提升其个人技能。