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Psychiatry gamification from blended learning models and efficacy of this program on students

BACKGROUND: New gamification technology with a detailed understanding of the goals and prospects, and with the help of game elements and techniques, leads to promotion of motivation and participation, and ultimately behavior change. Therefore, this study aimed to evaluate the implementation of a men...

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Autores principales: Mosalanejad, Leili, Abdollahifard, Saeed, Abdian, Tahereh
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Wolters Kluwer - Medknow 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7255577/
https://www.ncbi.nlm.nih.gov/pubmed/32490003
http://dx.doi.org/10.4103/jehp.jehp_352_19
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author Mosalanejad, Leili
Abdollahifard, Saeed
Abdian, Tahereh
author_facet Mosalanejad, Leili
Abdollahifard, Saeed
Abdian, Tahereh
author_sort Mosalanejad, Leili
collection PubMed
description BACKGROUND: New gamification technology with a detailed understanding of the goals and prospects, and with the help of game elements and techniques, leads to promotion of motivation and participation, and ultimately behavior change. Therefore, this study aimed to evaluate the implementation of a mental gamification from blended learning based on the flex model and efficacy of this program on students. METHODS: In this study, with the design of mental illness lessons for undergraduate and executive groups, using flex model, two parts of technical and educational design were used. In the technical section, three parts on dynamics, mechanisms, and elements of gaming were considered. Intervention was studied on different groups of medical students including medical, health, and laboratory sciences. Effect of this educational program and its impact on their students' learning, motivation, and satisfaction was studied using quantitative and qualitative analyses. RESULTS: The results of the students' prospective about the efficacy of the method showed that the mean scores of most of the items were higher than the average. This implies that students' attitude toward using gamification was positive. In the other part, the qualitative results of the study were analyzed and the students' analysis of their advantages and disadvantages and their perceptions on the impact of the intervention was examined. CONCLUSION: Based on the flex model, mental gamification based on blended learning is effective in shaping the students' satisfaction.
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spelling pubmed-72555772020-06-01 Psychiatry gamification from blended learning models and efficacy of this program on students Mosalanejad, Leili Abdollahifard, Saeed Abdian, Tahereh J Educ Health Promot Original Article BACKGROUND: New gamification technology with a detailed understanding of the goals and prospects, and with the help of game elements and techniques, leads to promotion of motivation and participation, and ultimately behavior change. Therefore, this study aimed to evaluate the implementation of a mental gamification from blended learning based on the flex model and efficacy of this program on students. METHODS: In this study, with the design of mental illness lessons for undergraduate and executive groups, using flex model, two parts of technical and educational design were used. In the technical section, three parts on dynamics, mechanisms, and elements of gaming were considered. Intervention was studied on different groups of medical students including medical, health, and laboratory sciences. Effect of this educational program and its impact on their students' learning, motivation, and satisfaction was studied using quantitative and qualitative analyses. RESULTS: The results of the students' prospective about the efficacy of the method showed that the mean scores of most of the items were higher than the average. This implies that students' attitude toward using gamification was positive. In the other part, the qualitative results of the study were analyzed and the students' analysis of their advantages and disadvantages and their perceptions on the impact of the intervention was examined. CONCLUSION: Based on the flex model, mental gamification based on blended learning is effective in shaping the students' satisfaction. Wolters Kluwer - Medknow 2020-03-31 /pmc/articles/PMC7255577/ /pubmed/32490003 http://dx.doi.org/10.4103/jehp.jehp_352_19 Text en Copyright: © 2020 Journal of Education and Health Promotion http://creativecommons.org/licenses/by-nc-sa/4.0 This is an open access journal, and articles are distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License, which allows others to remix, tweak, and build upon the work non-commercially, as long as appropriate credit is given and the new creations are licensed under the identical terms.
spellingShingle Original Article
Mosalanejad, Leili
Abdollahifard, Saeed
Abdian, Tahereh
Psychiatry gamification from blended learning models and efficacy of this program on students
title Psychiatry gamification from blended learning models and efficacy of this program on students
title_full Psychiatry gamification from blended learning models and efficacy of this program on students
title_fullStr Psychiatry gamification from blended learning models and efficacy of this program on students
title_full_unstemmed Psychiatry gamification from blended learning models and efficacy of this program on students
title_short Psychiatry gamification from blended learning models and efficacy of this program on students
title_sort psychiatry gamification from blended learning models and efficacy of this program on students
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7255577/
https://www.ncbi.nlm.nih.gov/pubmed/32490003
http://dx.doi.org/10.4103/jehp.jehp_352_19
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