Psychiatry gamification from blended learning models and efficacy of this program on students

نویسندگان

1 Medical Student,Shiraz University of Medical Sciences, Shiraz, Iran

2

3 Department of Nursing, Jahrom University of Medical Sciences, Jahrom

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چکیده

BACKGROUND: New gamification technology with a detailed understanding of the goals andprospects, and with the help of game elements and techniques, leads to promotion of motivationand participation, and ultimately behavior change. Therefore, this study aimed to evaluate theimplementation of a mental gamification from blended learning based on the flex model and efficacyof this program on students.METHODS: In this study, with the design of mental illness lessons for undergraduate and executivegroups, using flex model, two parts of technical and educational design were used. In the technicalsection, three parts on dynamics, mechanisms, and elements of gaming were considered. Interventionwas studied on different groups of medical students including medical, health, and laboratorysciences. Effect of this educational program and its impact on their students’ learning, motivation,and satisfaction was studied using quantitative and qualitative analyses.RESULTS: The results of the students’ prospective about the efficacy of the method showed that themean scores of most of the items were higher than the average. This implies that students’ attitudetoward using gamification was positive. In the other part, the qualitative results of the study wereanalyzed and the students’ analysis of their advantages and disadvantages and their perceptionson the impact of the intervention was examined.CONCLUSION: Based on the flex model, mental gamification based on blended learning is effectivein shaping the students’ satisfaction.