| Literature DB >> 32490003 |
Leili Mosalanejad1, Saeed Abdollahifard2, Tahereh Abdian3.
Abstract
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.Entities:
Keywords: Blended learning; education; flex model; gamification; students
Year: 2020 PMID: 32490003 PMCID: PMC7255577 DOI: 10.4103/jehp.jehp_352_19
Source DB: PubMed Journal: J Educ Health Promot ISSN: 2277-9531
Figure 1Study design
Figure 2First page of gamification
Figure 7Main pages with leaderboard/badges/user level in leaderboard
Descriptive analysis in study
| Discipline | Number of gamification parts | Courses | Number of students |
|---|---|---|---|
| Public health | 7 | Mental health | 31 (2 continues year) |
| Medical | 4 | Health psychology | 43 |
| Laboratory sciences | 4 | Psychology | 23 |
The effect of gamification on students’ engagement and motivation
| Mean | SD | SE | |
|---|---|---|---|
| PU items/measurement | |||
| Using the online gamification system improves my learning performance | 3.47 | 0.91 | 0.32 |
| Using the online gamification system increases my learning outcome | 3.72 | 0.83 | 0.14 |
| Using the online gamification system enhances my desire to produce desired result in my learning | 3.94 | 1.36 | 0.17 |
| Using the online gamification system is useful in my learning | 4.36 | 0.74 | 0.18 |
| PEOU items/measurement | |||
| I find the online gamification system to be flexible to be used | 3.79 | 0.34 | 0.16 |
| The online gamification functionality and interface is clear and understandable | 4.63 | 1.52 | 0.32 |
| Interacting with the online gamification system does not require a lot of my mental effort | 2.38 | 1.65 | 0.25 |
| Overall, I believe that the online gamification system is easy to use | 4.23 | 0.64 | 0.19 |
| A/measurement | |||
| I think that using online gamification system is a good idea | 4.13 | 1.23 | 0.22 |
| I like learning with online gamification system | 3.78 | 1.64 | 0.24 |
| I look forward to those aspects of my learning that require the use of online gamification system | 3.72 | 1.34 | 0.43 |
| SKE/measurement online gamification system encourage me in | |||
| Taking good notes in classroom | 3.09 | 1.28 | 0.32 |
| Listening carefully in classroom | 4.81 | 1.20 | 0.17 |
| Making sure to study on regular basis | 3.36 | 1.23 | 0.15 |
| IE/measurement gamification system contribute to me in | |||
| Having fun in the classroom | 4.13 | 0.62 | 0.04 |
| Participating actively in small-group discussions | 3.23 | 1.13 | 0.22 |
| Helping fellow students | 3.69 | 1.24 | 0.33 |
| Asking questions when I did not understand the lecturer | 3.92 | 0.55 | 0.34 |
PU=Perceived usefulness, PEOU=Perceived ease of use, A=Attitude, SKE=Skill engagement, IE=Interaction engagement, SD=Standard deviation, SE=Standard error
Advantages and disadvantages of gamification through blended learning
| Creating a fun and motivating environment for learning |
| Creating healthy group and individual competition among students |
| Increasing and deepening the students’ learning and retention |
| Requiring careful study in answering the questions |
| Being different from traditional education |
| Fun and effective technology in the classroom |
| Good sense of power and mastery of learning contents |
| The difficult, yet being challenging and fun, nature of learning |
| Not getting tired of learning and learning from mistakes |
| Relationship between theoretical and practical content and link to the past comprehensive experiences |
| Learning from the misconceptions of knowledge in understanding |
| Weak points |
| The difficulty of the questions and the need to fully master the learning content |
| The need for a thorough and in-depth understanding of course content |
| Necessity of time management in solving questions |
| Not taking some members of the group seriously |