当前位置: X-MOL 学术Educ. Inf. Technol. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Playfulness in the classroom: Gamification favor the learning of pharmacology
Education and Information Technologies ( IF 3.666 ) Pub Date : 2020-10-02 , DOI: 10.1007/s10639-020-10350-w
Francislaine Aparecida dos Reis Lívero , Gustavo Ratti da Silva , Eduarda Carolina Amaral , Amanda Nascimento Vasques de Souza , Irineia Paulina Baretta , Maria Elena Martins Diegues , Edson Arpini , Evellyn Claudia Wietzikoski Lovato

In recent years, growing interest has been seen in the application of gamification in education, which can be defined as the application of game design elements in learning activities. The goal of gamification is to motivate students by creating an engaging learning experience that can keep them focused on learning tasks in the classroom. However, gamification is a major challenge for education, particularly in higher education institutions. The present work presents 11 gamification activities for teaching pharmacology in a medical course. The moment at which the activity fits best in the class, the ways in which the activity can be applied, and the advantages and difficulties that are associated with each game in the classroom are presented. We report student evaluations of the gamification learning activities. The use of these games fosters learning, increases academic engagement, and makes classes more enjoyable.



中文翻译:

课堂上的嬉戏:游戏化有利于药理学的学习

近年来,人们对游戏化在教育中的应用越来越感兴趣,这可以定义为游戏设计元素在学习活动中的应用。游戏化的目的是通过创造一种引人入胜的学习体验来激励学生,使他们专注于课堂学习任务。但是,游戏化是教育的主要挑战,特别是在高等教育机构中。本工作提出了11种游戏化活动,用于在医学课程中教授药理学。介绍了该活动最适合全班同学的时刻,该活动的应用方式以及教室中每个游戏的优缺点。我们报告学生对游戏化学习活动的评估。

更新日期:2020-10-02
down
wechat
bug