Sweet Success: Using Candy Land to Explore Gamification in Medical Education
介绍以桌游Candy Land为载体的游戏化教学环节,用于医学教育中的参与与主动学习。
这篇论文暂时没有中文摘要,下面保留英文原题与摘要。
研究信息
- 期刊 / 来源
- Journal of Education and Teaching in Emergency Medicine
- 发表日期
- 2026-10-31
- 文献库
- OpenAlex
- 作者
- Jessica Rachel Baez, Sierra Hajdu
- DOI
- 10.5070/m5.53816
英文原文摘要全文
Audience: This session is intended for learners and educators interested in medical education, including medical students, residents, fellows, and faculty. Introduction/Background: Gamification is increasingly recognized as an effective strategy to enhance engagement, motivation, and active learning in medical education. Despite its potential, many educators are unsure how to implement gamified strategies effectively. This session demonstrates a practical, interactive approach to applying gamification principles in a collaborative educational setting. Educational Objectives: By the end of this
中文摘要由自动翻译整理,可能丢掉原文的限定条件;涉及具体数字与结论时以英文原文为准。
这条研究涉及的词条
习得性无助
反复经历无法控制的负面刺激后,个体会停止尝试——即使后来有了改变处境的机会。
心流
技能与挑战恰好匹配时出现的高度投入状态:注意力收窄、时间感改变、自我意识消退。
自我决定理论
人有三种基本心理需要——自主、胜任、联结;满足它们产生内在动机,剥夺它们导致疏离与耗竭。
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内容用于快速浏览;学术引用与结论判断请以英文原文为准。