Education and Ethics In Nursing ISSN: 2322-5300

ارزیابی کیفیت یادگیری درس آناتومی عمومی با استفاده از بازی واره سازی

دوره 13، شماره 2
مهر 1403
صفحه 65-72

نوع مقاله : مقاله پژوهشی اصیل

نویسندگان

1 استادیار، گروه علوم آزمایشگاهی، دانشکده علوم پزشکی خمین، خمین، ایران

2 استادیار، گروه بهداشت عمومی، دانشکده علوم پزشکی خمین، خمین، ایران

3 استادیار، دانشکده علوم پزشکی، دانشگاه آزاد اسلامی، واحد سنندج، ایران

4 مدیریت آموزشی، دانشکده علوم پزشکی خمین، خمین، ایران

چکیده
مقدمه: بازی­ های آموزشی به دلیل تعامل بین شرکت ­کنندگان می ­توانند ابزار بسیار مفیدی برای یادگیری دروس حفظی مانند درس آناتومی باشند؛ بنابراین پژوهش حاضر با هدف  ارزیابی کیفیت یادگیری درس آناتومی عمومی با استفاده از بازی واره سازی در دانشجویان دانشکده علوم پزشکی خمین انجام گرفت.
روش کار: پژوهش حاضر، از نوع مداخله­ای شبه تجربی بود که بر روی 53 دانشجوی ترم اول و دوم علوم پزشکی خمین (1402) انجام شد. ابتدا آموزش به صورت سخنرانی و ارائه پاورپوینت بود؛ پس از آزمون پیش‌آزمون، در 8 جلسۀ بعدی، آموزش به­ صورت ترکیبی، با استفاده از سخنرانی و  بازیKahoot (در قالب کوییز کلاسی) ارائه شد. در پایان ترم، آزمون پس‌آزمون برگزار گردید. نتایج آزمون‌ها  و کوییزها، برای بررسی تأثیر محیط آموزشی Kahoot و جنسیّت دانشجویان، بر یادگیری آن­ها مورد تجزیه و تحلیل قرار گرفت.
یافته­ ها: میانگین نمرات دانشجویان در کوییز­های مختلف، از نظر آماری با هم تفاوت معناداری نداشتند؛ (0/976=p-value) همچنین میانگین نمرات دانشجویان مذکر و مؤنث نیز از نظر آماری معنادار نبودند(0/766=p-value) که در واقع عدم تأثیر جنسیّت در نمرات کوییز­های کلاسی را نشان داد؛ از طرفی دیگر، میانگین نمرات دانشجویان در پس‌آزمون (0/24 ±1/84) به طور معناداری بیشتر از پیش‌آزمون (0/3±1/71) بود
(0/007=p-value).
نتیجه­ گیری: پاسخگویی به سؤالات بازی Kahoot که به ­صورت گروهی و مشارکتی انجام شده بود توانست حس مشارکت را در یادگیری مفاهیم تدریس شده تقویت کند؛ بنابراین بهتر است در تدریس درس آناتومی از بازی­ های کمک آموزشی جدید و متنوع استفاده گردد.

کلیدواژه‌ها

موضوعات

عنوان مقاله English

Evaluation the quality of general anatomy lesson learning by word formation game (gamification)

نویسندگان English

Maryam َAzimzadeh 1
Nahid Azizi 2
Maryam Chegeni 2
Elham Ghyesvandi 3
Marzieh Shahpari 4
1 Assistant Professor, Department of Laboratory Sciences, Khomein University of Medical Sciences, Khomein, Iran
2 Assistant Professor, Public Health Department, Khomein University of Medical Sciences, Khomein, Iran
3 Assistant Professor, Faculty of Medical Sciences, Azad university, Sanandaj Branch, Iran
4 Educational Management, Khomein University of Medical Sciences, Khomein, Iran
چکیده English

Introduction: Educational games can be very useful tools for learning memorization lessons such as anatomy due to the interaction between the participants. The purpose of present study was to investigate the quality of learning in the general anatomy lesson using gamification among the students of Khomein Faculty of Medical Sciences.
Methods & Materials: The present research was a quasi-experimental interventional study conducted on 53 first and second -semester students of Khomein University of Medical Sciences in 2022. Initially, the training was in the form of lectures and PowerPoint presentations. After the pre-test, in the next 8 sessions, the training was presented in a combined form using lecture and Kahoot platform (as classroom quizzes). At the end of the semester, the post-test was held. The test and quiz results were analyzed to investigate the effect of the Kahoot educational environment and students' gender on student learning.
Results:  The mean scores of students in various quizzes did not show a significant statistical difference (p-value=0.976). Additionally, the mean scores of male and female students were not statistically significant (p-value=0.766), indicating that gender did not affect the scores of classroom quizzes. On the other hand, the mean scores of students in the post-test (1.84 ± 0.24) were significantly higher than the pre-test (1.71 ± 0.3) (p-value=0.007).
Conclusion: Answering the questions of the Kahoot game, which was done in a group and cooperative manner, could strengthen the sense of participation in learning taught concepts; therefore, it is better to use new and varied educational aid games in teaching anatomy.

کلیدواژه‌ها English

  • Learning
  • Anatomy
  • Gamification
  • Kahoot Game
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