Faculty and students perspectives towards game-based learning in health sciences higher education

被引:1
|
作者
Hashish, Ebtsam Aly Abou [1 ,2 ,3 ,4 ]
Al Najjar, Hend [1 ,2 ]
Alharbi, Maani [1 ,2 ]
Alotaibi, Manar [1 ,2 ]
Alqahtany, Meaad Maady [1 ,2 ]
机构
[1] King Saud bin Abdul Aziz Univ Hlth Sci, Coll Nursing Jeddah, Jeddah, Saudi Arabia
[2] King Abdullah Int Med Res Ctr, Jeddah, Saudi Arabia
[3] Alexandria Univ, Fac Nursing, Alexandria, Egypt
[4] King Saud bin Abdulaziz Univ Hlth Sci, Coll Nursing Jeddah, King Abdulaziz Med City, Natl Guard Hlth Affairs, Mail Code 6565 POB 9515, Jeddah 21423, Saudi Arabia
关键词
Digital games; Faculty; Game-based learning; Health sciences higher education; Technology in education; University students; PERCEPTIONS;
D O I
10.1016/j.heliyon.2024.e32898
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Background: Game-Based Learning (GBL) is an innovative pedagogical approach that utilizes digital applications to enhance health sciences higher education. Therefore, analyzing faculty and students' perspectives on GBL can help educational administrators, educators, and researchers tailor GBL to students' needs. Purpose: This study aimed to explore faculty (teachers) and students' perspectives towards GBL in health sciences higher education. Further to identify barriers affecting the use of GBL as well as recommendations for its use from their perspectives. Methods: A descriptive-qualitative approach was conducted at a Saudi university. A total of 42 semi-structured interviews were completed with a purposive sampling of 22 faculty members and 20 students until data saturation. The data were analyzed using a thematic content analysis approach. Results: Faculty members and students reflected on their personal experiences using GBL, and the data presented seven themes and 30 categories emerged from the content analysis: common digital apps, purpose and uses, effect or benefits of GBL, personal experience with GBL, challenges and barriers affecting the use of digital games, and recommendations for educators on using GBL apps. Conclusion: The experiences of both students and faculty demonstrated that GBL can enhance classroom learning and complement traditional teaching approaches in health sciences higher education. GBL's safe, immersive environment lets students practice many generic skills, boosting interest, motivation, and peer-mediated learning. Faculty and students shared their GBL experiences, responsibilities, and enthusiasm. Health sciences higher education institutions should consider ways to increase flexibility in providing resources and training to educators who want to build and use the GBL approach in their classroom.
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收藏
页数:14
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