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Potential of game «PLANT TISSUE CULTURE» in bioengineering education as distance laboratory classes
Computer Applications in Engineering Education ( IF 2.9 ) Pub Date : 2020-08-10 , DOI: 10.1002/cae.22311
Mehmet Ali Balci 1 , Ömer Akgüller 1 , Ergun Kaya 2 , Nataliia Rzhevska 3 , Irina Dobroskok 3 , Liubov Basiuk 3 , Tetiana Kosa 3
Affiliation  

This study evaluates the effectiveness of the developed game as a form of distance laboratory works at the Universities of Turkey and Ukraine. Studying the effectiveness of laboratory research concerning engineering education, biotechnology can be significantly improved through the use of games. The purpose of the application is to develop laboratory work in the form of a computer game using the Unity platform management. The study was attended by students of the Molecular Biology and Genetic Departments in Turkey and Professional Education in Ukraine, and 376 students took part in the experiment (total of 203 Turkish and 173 Ukrainian students). The analysis of variance test was used to evaluate the opinions of 347 students, taking into account the aspect of nationality and gender distribution. The results of the data analysis showed that students' appreciation of the proposed gamified laboratory work is high regardless of their nationality, although females were more encouraged by the proposed development. Therefore, the study showed the possibility to further use laboratory classes in the gaming environment, create online gamified laboratory classes with the possibility of virtual exchange with students from different countries. The proposed questionnaire for student interventions can be used to evaluate the effectiveness of experimental models, thereby increasing the model's efficiency and training quality.

中文翻译:

游戏«植物组织文化»在生物工程教育中作为远程实验室课程的潜力

本研究评估了开发的游戏作为土耳其和乌克兰大学远程实验室工作形式的有效性。研究有关工程教育的实验室研究的有效性,可以通过使用游戏显着提高生物技术。该应用程序的目的是使用 Unity 平台管理以计算机游戏的形式开发实验室工作。土耳其分子生物学和遗传学系和乌克兰职业教育学院的学生参加了这项研究,376 名学生参加了实验(土耳其学生和乌克兰学生共 203 人,乌克兰学生 173 人)。采用方差分析法对347名学生的意见进行评价,综合考虑国籍和性别分布。数据分析的结果表明,无论国籍如何,学生对拟议的游戏化实验室工作的评价都很高,尽管拟议的发展更鼓励女性。因此,该研究显示了在游戏环境中进一步使用实验室课程的可能性,创建在线游戏化实验室课程,并可以与来自不同国家的学生进行虚拟交流。建议的学生干预问卷可用于评估实验模型的有效性,从而提高模型的效率和培训质量。该研究显示了在游戏环境中进一步使用实验室课程的可能性,创建在线游戏化实验室课程,并可以与来自不同国家的学生进行虚拟交流。建议的学生干预问卷可用于评估实验模型的有效性,从而提高模型的效率和培训质量。该研究显示了在游戏环境中进一步使用实验室课程的可能性,创建在线游戏化实验室课程,并可以与来自不同国家的学生进行虚拟交流。建议的学生干预问卷可用于评估实验模型的有效性,从而提高模型的效率和培训质量。
更新日期:2020-08-10
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