1
Medical Student,Shiraz University of Medical Sciences, Shiraz, Iran
2
Department of Nursing, Jahrom University of Medical Sciences, Jahrom
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. METHODS: In this study, with the design of mental illness lessons for undergraduate and executive groups, using flex model, two parts of technical and educational design were used. In the technical section, three parts on dynamics, mechanisms, and elements of gaming were considered. Intervention was studied on different groups of medical students including medical, health, and laboratory sciences. 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 the mean scores of most of the items were higher than the average. This implies that students’ attitude toward using gamification was positive. In the other part, the qualitative results of the study were analyzed and the students’ analysis of their advantages and disadvantages and their perceptions on the impact of the intervention was examined. CONCLUSION: Based on the flex model, mental gamification based on blended learning is effective in shaping the students’ satisfaction.
Novak J, Levy L. Play the game: the parent's guide to video games. THOMSON. Cengage Learning; 2008. 2. Mochocki M. Reality is Broken: Why Games Make Us Better and How They Can Change the World. Jane McGonigal. 2011. New York: Penguin Press, ss. 388. Czasopismo ludologiczne Polskiego Towarzystwa Badania Gier. 2011:239. 3. Prensky M. Digital game‑based learning. Computers in Entertainment (CIE). 2003 Oct 1;1 (1):21‑21. 4. Urh M, Vukovic G, Jereb E. The model for introduction of gamification into e‑learning in higher education. Proc Soc Behav Sci 2015;197:388‑97. 5. Perrotta C, Featherstone G, Aston H, Houghton E. Game‑Based Learning: Latest Evidence and Future Directions. NFER Research Programme: Innovation in Education Slough: NFER; 2013. p. 1‑49. 6. Corti K. Games‑based Learning; a serious business application. Inf Pixel Learn 2006;34:1‑20. 7. Federation of American Scientists. Summit on educational games: Harnessing the power of video games for learning.Washington, DC. 2006. 8. Kapp KM. The gamification of learning and instruction fieldbook: Ideas into practice. John Wiley and Sons; 2013. 9. Landers RN. Developing a theory of gamified learning: Linking serious games and gamification of learning. Simul Gaming 2014;45:752‑68. 10. Landers RN, Landers AK. An empirical test of the theory of gamified learning: The effect of leaderboards on time‑on‑task and academic performance. Simul Gaming 2014;45:769‑85. 11. Deterding S. Gamification: designing for motivation. interactions. 2012;19:14-7. 12. Burke B. Gamify: How gamification motivates people to do extraordinary things. Routledge; 2016. 13. Putz LM, Treiblmaier H. Creating a theory: Based research agenda for gamification.Twentieth Americas Conference on Information Systems, Savannah; 2015. 14. Robson K, Plangger K, Kietzmann JH, McCarthy I, Pitt L. Is it all a game? Understanding the principles of gamification. Bus Horiz 2015;58:411‑20. 15. Ruhi U. Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification. Technol Innov Manage Rev 2015;5:5‑16. 16. Betts BW, Bal J, Betts AW. Gamification as a tool for increasing the depth of student understanding using a collaborative e: Learning environment. Int J Contin Eng Educ Life Long Learn 2013;23:213‑28. 17. Nah FF, Telaprolu VR, Rallapalli S, Venkata PR, editors. Gamification of Education Using Computer Games. International Conference on Human Interface and the Management of Information. Springer; 2013. 18. Moskal P, Dziuban C, Hartman J. Blended learning: A dangerous idea? Internet High Educ 2013;18:15‑23. 19. SaritepeciM, Cakir H. The effect of blended learning environments on student motivation and student engagement: A study on social studies course. Egitim ve Bilim 2015;40:177:203‑216. 20. Tolley B. Creating Successful Blended Learning Classrooms; 2014. Available from https://www.edweek.org/tm/ articles/2014/10/08/ctq_tolley_blended_learning.html. 21. Powell A, Watson J, Staley P, Patrick S, Horn M, Fetzer L, et al. Blending Learning: The Evolution of Online and Face‑to‑Face Education from 2008‑2015. Promising Practices in Blended and Online Learning Series. International Association for K‑12 Online Learning; 2015. 22. FarrellGF. Using a blended learning model to facilitate personalization of reading instruction for primary students. Dissertation for educational leadership.Vancouver university.Dec2018. 23. Holley D, Oliver M. Student engagement and blended learning: Portraits of risk. Comput Educ 2010;54:693‑700. 24. Rossett A, FrazeeRV. Blended Learning Opportunities. New York: American Management Association; 2006. 25. National Research Council. A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core Ideas. Washington, DC: The National Academies Press. 2012. https:// doi.org/10.17226/13165. 26. Dicheva D, Dichev C, Agre G, Angelova G. Gamification in education: A systematic mapping study. Educ Technol Soc 2015;18:75‑88. 27. Bailey J, Martin N, Schneider C, Vander Ark T, Duty L, Ellis S, et al. Blended Learning Implementation Guide 2.0. Digital Shift; 2013. 28. Graham CR, Henrie CR, Gibbons AS. Developing models and theory for blended learning research. Blended learning: Research perspectives. 2014;2:13‑33. 29. Mosalanejad L, Abdollahifard S. Gamification in Psychiatry: Design and development of native model and the innovate strategy in medical education as a funny and exciting learning. PJMHS 2018;12 (4):1820‑28. 30. Rahman RA, Ahmad S, Hashim UR. The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. Int J Educ Technol High Educ 2018;15:41. 31. Denny P, editor. The Effect of Virtual Achievements on Student Engagement. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery; 2013. 32. Domínguez A, Saenz‑De‑Navarrete J, De‑Marcos L, FernáNdez‑Sanz L, Pagé SC, MartíNez‑HerráIz JJ. Gamifying learning experiences: Practical implications and outcomes. Comput Educ 2013;63:380‑92. 33. Guin TD, Baker R, Mechling J, Ruyle E. Myths and realities of respondent engagement in online surveys. Int J Market Res 2012;54:613‑33. 34. Gustafsson A, Katzeff C, Bang M. Evaluation of a pervasive game for domestic energy engagement among teenagers. Comput Entertain 2009;7:54. 35. Hamari J. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer‑to‑peer trading service. Electron Commer Res Appl 2013;12:236‑45. 36. Berns A, Isla‑Montes JL, Palomo‑Duarte M, Dodero JM. Motivation, students’ needs and learning outcomes: A hybrid game‑based app for enhanced language learning. Springerplus 2016;5:1305. 37. Ibanez MB, Di‑Serio A, Delgado‑Kloos C. Gamification for engaging computer science students in learning activities: A case study. IEEE Trans Learn Technol 2014;7:291‑301. 38. Knautz K, Wintermeyer A, Orszullok L, Soubusta S, editors. From know that to Know How – Providing new Learning Strategies for Information Literacy Instruction. European Conference on Information Literacy. Springer; 2014. 39. Mosalanejad L, Razeghi B, Ifard SA. Educational Game: A fun and team based learning in psychiatric course and its effects on learning indicators. Bangladesh J Med Sci 2018;17:631‑7. 40. Panagiotis F, Theodoros M, Leinfellner R, Yasmine R. Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. Electron J E Learn 2016;14:94‑110. 41. Harms J, Seitz D, Wimmer C, Kappel K, Grechenig T, editors. Low‑cost Gamification of Online Surveys: Improving the user Experience through Achievement Badges. Proceedings of the 2015 Annual Symposium on Computer‑Human Interaction in Play; Association for Computing Machinery; 2015.
42. Morschheuser B, Henzi C, Alt R, editors. Increasing Intranet Usage through Gamification‑‑Insights from an Experiment in the Banking Industry. 2015 48th Hawaii International Conference on System Sciences. IEEE; 2015. 43. Juźwin M, Adamska P, Rafalak M, Balcerzak B, Kąkol M, Wierzbicki A, editors. Threats of Using Gamification for Motivating Web Page Quality Evaluation. Proceedings of the 2014 Mulitmedia, Interaction, Design and Innovation International Conference on Multimedia, Interaction, Design and Innovation. Association for Computing Machinery; 2014. 44. Krause M, Mogalle M, Pohl H, Williams JJ, editors. A Playful Game Changer: Fostering Student Retention in Online Education with Social Gamification. Proceedings of the Second (2015) ACM Conference on Learning@ Scale. Association for Computing Machinery; 2015. 45. Kiesler S, Kraut RE, Koedinger KR, Aleven V, Mclaren BM. Gamification in education: What, how, why bother? Academic exchange quarterly. 2011;15:1‑5. 46. Wang AI, Lieberoth A, editors. The Effect of Points and Audio on Concentration, Engagement, Enjoyment, Learning, Motivation, and Classroom Dynamics using Kahoot. European Conference on Games Based Learning. Academic Conferences International Limited; 2016. 47. Hamari J, Koivisto J. Social Motivations to use Gamification: An Empirical Study of Gamifying Exercise. In Proceedings of the European Conference on Information Systems. Utrecht, The Netherlands; 2013. 48. Cheong C, Filippou J, Cheong F. Towards the gamification of learning: Investigating student perceptions of game elements. J Inf Syst Educ 2014;25:233‑244. 49. Sailer M, Hense JU, Mayr SK, Mandl H. An experimental study of the effects of specific game design elements on psychological need satisfaction. Comput Hum Behav 2017;69:371‑80. 50. da Rocha Seixas, Gomes AS, de Melo Filho IJ. Effectiveness of gamification in the engagement of students. Comput Hum Behav 2016;58:48‑63. 51. FaiellaF, RicciardiM. Gamification and learning: Areview of issues and research. J E Learn Knowl Soc 2015;11: Retrieved December 16, 2019 from https://www.learntechlib.org/p/151920/. 52. Mosalanejad L, Abdollahifard S. Gamification in psychiatry: Design and development of native model and the innovate strategy in medical education as a funny and exciting learning. PJMHS 2018;12:1820‑28. 53. Anderson A, Huttenlocher D, Kleinberg J, Leskovec J. Steering User Behavior with Badges. In: Proceedings of the 22nd International Conference on World Wide Web. Association for Computing Machinery; 2013. p. 95‑106. 54. Eickhoff C, Harris CG, de Vries AP, Srinivasan P. Quality Through flow and Immersion: Gamifying crowdsourced Relevance Assessments. In: Proceedings of the 35th International ACM SIGIR Conference on Research and Development in Information Retrieval. Association for Computing Machinery; 2012. p. 871‑80. 55. Atmacasoy A, Aksu M. Blended learning at pre‑service teacher education in Turkey: A systematic review. Educ Inf Technol 2018;23:2399‑422. 56. Mosalanejad L, Alipor A, Zandi B, Zare H, Shobeiri SM. The blended educational program as a modified educational program in medical education and the effect on students’ critical thinking. Middle East J Nurs 2014;101:1‑6. 57. Mosalanejad L, Alipor A. A blended education program based on critical thinking and its effect on personality type and attribution style of the students. Turkish Online J Distance Educ 2010;11:185‑96. 58. Tan M, Hew KF. Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes. Australas J Educ Technol 2016,32 (5). https://doi.org/10.14742/ajet. 2232. 59. Lam YW, Hew K, Chiu KF. Improving argumentative writing: Effects of a blended learning approach and gamification. Lang Learn Technol 2018;22:97‑118. 60. Fan KK, Xiao PW, Su CH. The effects of learning styles and meaningful learning on the learning achievement of gamification health education curriculum. Eur J Math Sci Technol Educ 2015;11:1211–1229.
Leili Mosalanejad,.. , Saeed Abdollahifard,.. and Tahereh Abdian,.. (2020). Psychiatry gamification from blended learning models and efficacy of this program on students. Journal of Education and Health Promotion, 10(3), 1-8.
MLA
Leili Mosalanejad,.. , , Saeed Abdollahifard,.. , and Tahereh Abdian,.. . "Psychiatry gamification from blended learning models and efficacy of this program on students", Journal of Education and Health Promotion, 10, 3, 2020, 1-8.
HARVARD
Leili Mosalanejad .., Saeed Abdollahifard .., Tahereh Abdian .. (2020). 'Psychiatry gamification from blended learning models and efficacy of this program on students', Journal of Education and Health Promotion, 10(3), pp. 1-8.
CHICAGO
.. Leili Mosalanejad, .. Saeed Abdollahifard and .. Tahereh Abdian, "Psychiatry gamification from blended learning models and efficacy of this program on students," Journal of Education and Health Promotion, 10 3 (2020): 1-8,
VANCOUVER
Leili Mosalanejad .., Saeed Abdollahifard .., Tahereh Abdian .. Psychiatry gamification from blended learning models and efficacy of this program on students. J Educ Health Promot, 2020; 10(3): 1-8.