Document Type : Original Article

Authors

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.


Keywords

  1. 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.
  2. 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.