王基野, 沈学锋, 骆文静. 线上学习+游戏互动式课堂对实践教学效果的影响[J]. 心脏杂志, 2021, 33(3): 342-346. DOI: 10.12125/j.chj.202012078
    引用本文: 王基野, 沈学锋, 骆文静. 线上学习+游戏互动式课堂对实践教学效果的影响[J]. 心脏杂志, 2021, 33(3): 342-346. DOI: 10.12125/j.chj.202012078
    Ji-ye WANG, Xue-feng SHEN, Wen-jing LUO. Effects of online resources learning and gamification designed teaching on laboratory course of cold-induced vasodilatation[J]. Chinese Heart Journal, 2021, 33(3): 342-346. DOI: 10.12125/j.chj.202012078
    Citation: Ji-ye WANG, Xue-feng SHEN, Wen-jing LUO. Effects of online resources learning and gamification designed teaching on laboratory course of cold-induced vasodilatation[J]. Chinese Heart Journal, 2021, 33(3): 342-346. DOI: 10.12125/j.chj.202012078

    线上学习+游戏互动式课堂对实践教学效果的影响

    Effects of online resources learning and gamification designed teaching on laboratory course of cold-induced vasodilatation

    • 摘要:
        目的  利用寒冷血管扩张反应评价机体耐寒能力是职业卫生与职业医学实践教学的重要内容。为使学生更易掌握寒冷血管扩张反应及波动性皮肤温度变化与机体耐寒能力的关系,提出了线上教学资源学习+游戏互动的教学新模式。
        方法  利用线上教学平台实现线上教学资源的分享与学习,随后通过游戏化教学设计完成线下课程的教学过程,学生对教学内容的掌握情况及新教学模式的认可度通过课后问卷调查进行反馈。
        结果  发现线上学习+游戏互动式课堂与传统课堂相比,学生在课前就能通过线上教学资源完成VRCI测定方法与原理的学习。通过问卷及考试的方式可以发现,线上学习+游戏互动式课堂在学生理论知识巩固程度(p<0.001)、学习主动性(p<0.001)、考试成绩(p<0.01)及课堂满意度(p<0.05)等方面均表现出明显优势。
        结论  游戏化教学设计不仅使学生充分掌握线上教学资源的相关内容,更能提高课堂学习兴趣。学生的参与度和知识掌握程度均有不同程度的提高。

       

      Abstract:
        AIM   Cold-induced vasodilatation is used to assess the capacity of cold resistant, which is an important content of occupational health experimental lessons. To help the students understanding the relationship between cold resistant with cold induced vasoconstriction and skin temperature fluctuation easily, a new teaching method of online self-learning and gamification designed teaching was proposed.
        METHODS  The online teaching platform was used to share the teaching resources. And gamification designed classroom teaching was carried out to finish theory teaching. Students' mastery of the teaching content and approbation of new teaching model was fed back by questionnaire survey after class.
        RESULTS  Gamification designed classroom teaching could lead the students to learn the method of VRCI, as well as the experimental principle before class. The score of knowledge consolidation level (p<0.001), learning approbation degree (p<0.001), classroom teaching satisfactory value (p<0.05) and test sore (p<0.01) in gamification designed teaching group students was markedly higher than those in traditional teaching group, when surveyed by questionnaire or tested by measurement.
        CONCLUSION  Gamification designed classroom teaching not only helps the students master the online teaching content effectively, but also promotes learning interest and outcome. The degree of learning participation as well as teaching efficiency is improved by this method.

       

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