Document Type : Original Article


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

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


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.


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