题名

遊戲化教學運用在護理教育

并列篇名

Gamification and Game-Based Learning in Nursing Education

DOI

10.6224/JN.202408_71(4).03

作者

趙莉芬(Li-Fen CHAO);吳美玲(Mei-Ling WU);蕭冰如(Ping-Ru HSIAO)

关键词

創新教學 ; 遊戲化 ; 遊戲化學習 ; 護理教育 ; innovative teaching ; gamification ; game-based learning ; nursing education

期刊名称

護理雜誌

卷期/出版年月

71卷4期(2024 / 08 / 01)

页次

12 - 18

内容语文

繁體中文;英文

中文摘要

隨著醫療環境與技術的迅速變遷,傳統教學模式已不足以滿足當前的專業需求,高等教育中對新興技術的需求日益增加,迫切需要更互動性和個性化的教育模式。是以教學上探索著包括數位模擬和遊戲化學習在內的創新教學介入方法,以提升學習動機和參與度。本文介紹遊戲化學習的概念和核心元素,列舉運用於護理教學包括數位模擬、虛擬實境、桌上遊戲以及密室逃脫等方式,以及遊戲化教學技巧,這些策略不僅增強學生的學習動機,也提升了理論與實務技能的學習效果。遊戲化學習使護理學生能在豐富且多元互動的模擬環境中練習,搭配合宜教學的策略安排,能夠強化學生的批判性思考、問題解決能力和溝通的信心。設計能符合教學目標的遊戲機制與方法,掌握遊戲化教學的關鍵原則,讓教室裡的學習活動多樣貌與具效益。

英文摘要

With the recent rapid changes in the medical environment and technology, traditional teaching methods are no longer sufficient to meet current professional needs. There is an increasing demand for emerging technologies in higher education, necessitating more interactive and personalized educational approaches. Hence, educators are exploring innovative teaching interventions, including digital simulations and gamified learning, to enhance motivation and engagement in learning. In this article, the concept and core elements of gamified learning are introduced and related methods applicable to nursing education such as digital simulations, virtual reality, tabletop games, and escape rooms are described. In addition, gamification teaching techniques that enhance student learning motivation as well as improve learning outcomes in theory and practice are discussed. Gamified learning enables nursing students to practice in rich and diverse interactive simulated environments. Using appropriate teaching strategies, the gamified approach to learning can strengthen critical thinking, problem-solving abilities, and communication confidence in students. Designing game mechanisms and methods that align with educational objectives and mastering the key principles of gamified teaching is an effective approach to diversifying and enhancing the effectiveness of learning activities in the classroom.

主题分类 醫藥衛生 > 預防保健與衛生學
醫藥衛生 > 社會醫學
参考文献
  1. 黃欣怡、蔡舒婷、何湘涵、何振珮、王齡誼、陳怡珊(2021).教學式桌遊運用於藥師在職教育訓練之建置及前導性研究.臺灣臨床藥學雜誌,29(1),10–19。[Huang, S.-Y., Cai, S.-T., He, H.-H., Ho, C.-P., Wang, L.-Y., & Chen, Y.-S. (2021). Educational board game for a pharmacist continuing education program: A pilot study. Formosa Journal of Clinical Pharmacy, 29(1), 10–19.] https://doi.org/10.6168/FJCP.202101_29(1).0002
    連結:
  2. 郭倩琳、莊宇慧(2018).Kahoot於教學的運用與成效.護理雜誌,65(6),13–19。[Kuo, C.-L., & Chuang, Y.-H. (2018). Kahoot: Applications and effects in education. The Journal of Nursing, 65(6), 13–19.] https://doi.org/10.6224/JN.201812_65(6).03
    連結:
  3. 鄭夙芬(2021).護理教育的革新-多元創新教學的發展與實踐.護理雜誌,68(6),4–5。[Cheng, S.-F. (2021). Transformation in nursing education: Development and implementation of diverse innovative teaching. The Journal of Nursing, 68(6), 4–5.] https://doi.org/10.6224/JN.202112_68(6).01
    連結:
  4. 鄭保志(2020).經濟學遊戲教學模式的學習成效分析.經濟論文叢刊,48(4),573–610。[Cheng, P. C. R. (2020). A learning effectiveness analysis of game-based teaching in economics. Taiwan Economic Review, 48(4), 573–610.] https://doi.org/10.6277/TER.202012_48(4).0004
    連結:
  5. Armstrong, M. B., & Landers, R. N. (2018). Gamification of employee training and development. International Journal of Training and Development, 22(2), 162–169. https://doi.org/10.1111/ijtd.12124
    連結:
  6. Avşar, G., Ozan, C., & Aydin, E. (2023). The effect of reinforcement using the Gimkit game on learning the subject in nursing students. Nurse Education in Practice, 68, Article 103595. https://doi.org/10.1016/j.nepr.2023.103595
    連結:
  7. Casler, K. (2022). Escape passive learning: 10 steps to building an escape room. The Journal for Nurse Practitioners, 18(5), 569–574. https://doi.org/10.1016/j.nurpra.2022.01.020
    連結:
  8. Chan, T. M., Bodnariuc, N., Nandeesha, N., Kodis, J., O’Connor, C., Mondoux, S., Pardhan, A., & Chen, R. (2024). GridlockED as an intervention for nurses (GAAIN) study. The Journal of Continuing Education in Nursing, 55(5), 231–238. https://doi.org/10.3928/00220124-20231211-03
    連結:
  9. Chang, Y.-Y., Chao, L.-F., Chang, W., Lin, C.-M., Lee, Y.-H., Latimer, A., & Chung, M. L. (2024). Impact of an immersive virtual reality simulator education program on nursing students’ intravenous injection administration: A mixed methods study. Nurse Education Today, 132, Article 106002. https://doi.org/10.1016/j.nedt.2023.106002
    連結:
  10. Chang, Y.-Y., Chao, L.-F., Xiao, X., & Chien, N.-H. (2021). Effects of a simulation-based nursing process educational program: A mixed-methods study. Nurse Education In Practice, 56, Article 103188. https://doi.org/10.1016/j.nepr.2021.103188
    連結:
  11. Chao, L.-F., Huang, T.-Y., Moser, D. K., Chung, F.-F., Lau, Y.-T., & Xiao, X. (2022). Development and pilot testing of a non-stress test virtual reality simulator. CIN: Computers, Informatics, Nursing, 40(6), 357–361. https://doi.org/10.1097/CIN.0000000000000878
    連結:
  12. Chen, D., Liu, F., Zhu, C., Tai, C., Zhang, Y., & Wang, X. (2023). The effect of an escape room game on college nursing students’ learning attitude and game flow experiences in teaching safe medication care for the elderly: An intervention educational study. BMC Medical Education, 23(1), Article 945. https://doi.org/10.1186/s12909-023-04961-3
    連結:
  13. Chen, T.-S., Hsieh, P.-L., Tung, C. C., Wu, C.-H., & Cheng, Y.-C. (2023). Evaluation of registered nurses’ interprofessional emergency care competence through the gamification of cardiopulmonary resuscitation training: A cross-sectional study. BMC Medical Education, 23(1), Article 359. https://doi.org/10.1186/s12909-023-04332-y
    連結:
  14. Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548-w
    連結:
  15. Erdoğan, Ç., & Turan, T. (2023). Evaluation of the effectiveness of digital game-based learning given to nursing students for the developmental care of infants in neonatal intensive care unit. CIN: Computers, Informatics, Nursing, 41(5), 300–308. https://doi.org/10.1097/CIN.0000000000000920
    連結:
  16. Furdu, I., Tomozei, C., & Kose, U. (2017). Pros and cons gamification and gaming in classroom. arXiv. https://doi.org/10.48550/arXiv.1708.09337
    連結:
  17. Girão, A. L. A., dos Santos, M. N. O., Chaves, E. M. C., Gomes, E. B., de Oliveira, S. K. P., & de Carvalho, R. E. F. L. (2023). NurseVR: Development of a serious virtual reality game for medication preparation and administration training. CIN: Computers, Informatics, Nursing, 41(4), 223–229. https://doi.org/10.1097/CIN.0000000000000820
    連結:
  18. Hsieh, H.-W., Wu, C.-S., Tsai, C.-C., Liao, Y.-C., Chen, P.-Y., Tseng, H.-L., Huang, M.-Z., & Chen, M.-F. (2023). Comparing the effectiveness of board game-based and drill-based education programs in improving Taiwanese nurses’ fire safety knowledge, attitudes, and behavior: A quasi-experimental study. Nurse Education Today, 129, Article 105919. https://doi.org/10.1016/j.nedt.2023.105919
    連結:
  19. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
    連結:
  20. Koivisto, J.-M., Buure, T., Engblom, J., Rosqvist, K., & Haavisto, E. (2024). Association between game metrics in a simulation game and nursing students’ surgical nursing knowledge - A quasi-experimental study. BMC Nursing, 23(1), Article 16. https://doi.org/10.1186/s12912-023-01668-0
    連結:
  21. Landers, R. N. (2019). Gamification misunderstood: How badly executed and rhetorical gamification obscures its transformative potential. Journal of Management Inquiry, 28(2), 137–140. https://doi.org/10.1177/10564926187909
    連結:
  22. Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
    連結:
  23. Wang, Y.-F., Hsu, Y.-F., & Fang, K. (2022). The key elements of gamification in corporate training–The Delphi method. Entertainment Computing, 40, Article 100463. https://doi.org/10.1016/j.entcom.2021.100463
    連結:
  24. Wang, Z., Gu, R., Wang, J., Gai, Y., Lin, H., Zhang, Y., Li, Q., Sun, T., & Wei, L. (2023). Effectiveness of a game-based mobile app for educating intensive critical care specialist nurses in extracorporeal membrane oxygenation pipeline preflushing: Quasi-experimental trial. JMIR Serious Games, 11, Article e43181. https://doi.org/10.2196/43181
    連結:
  25. Wu, C.-S., Chen, M.-F., Hwang, H.-L., & Lee, B.-O. (2023). Effectiveness of a nursing board games in psychiatric nursing course for undergraduate nursing students: An experimental design. Nurse Education in Practice, 70, Article 103657. https://doi.org/10.1016/j.nepr.2023.103657
    連結:
  26. Yang, C.-L., Chang, C.-Y., & Jen, H.-J. (2023). Facilitating undergraduate students’ problem-solving and critical thinking competence via online escape room learning. Nurse Education in Practice, 73, Article 103828. https://doi.org/10.1016/j.nepr.2023.103828
    連結:
  27. 黎士鳴、吳晉祥、孫子傑(2021).桌遊融入能力取向醫學教育之初探.臺灣教育評論月刊,10(8),127–133。[Li, S.-M., Wu, J.-S., & Sun, T.-C. (2021). A preliminary study on integrating board games for capability enhancement in medical education. Taiwan Educational Review Monthly, 10(8), 127–133.]
  28. 賴虹霖(2021).數位教學影音與深刻學習對學生學習成效之影響-以金融審計課程為例.商管科技季刊,22(3),405-424。[Lai, H.-L. (2021). Evaluating the learning effectiveness for using e-learning method and deeper learning in a financial computer auditing course. Commerce & Management Quarterly, 22(3), 405–424.]
  29. Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In J. Koivisto & J. Hamari (Eds.), Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018 (pp. 11–19). CEUR-WS.
  30. Pelletier, K., Robert, J., Muscanell, N., McCormack, M., Reeves, J., Reeves, J., Arbino, N., Grajek, S., Birdwell, T., Liu, D., Mandernach, J., Moore, A., Porcaro, A., Rutledge, R., & Zimmern, J. (2023). 2023 Educause Horizon Report, teaching and learning edition. https://www.learntechlib.org/p/222401/
  31. Ribeiro, L. A., da Silva, T. L., & Mussi, A. Q. (2018). Gamification: A methodology to motivate engagement and participation in a higher education environment. International Journal of Education and Research, 6(4), 249–264.