ICTを活用した薬学教育シリアスゲームのモチベーションに与えるランキングの影響

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タイトル別名
  • ICT オ カツヨウ シタ ヤクガク キョウイク シリアスゲーム ノ モチベーション ニ アタエル ランキング ノ エイキョウ
  • Influence of Ranking on the Motivation of Playing ICT Based Serious Games for Pharmaceutical Sciences

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Because of the demand for more highly skilled pharmacists and the introduction of 6-year pharmacist education, an effective learning system is required in pharmaceutical school. Web-based e-learning systems are developed for self-learning, but it is sometimes difficult for the students to maintain their motivation. To provide enjoyable self-teaching educational materials, we developed serious games to acquire pharmaceutical knowledge while gaming without stress. This paper examines the effects of a score ranking system on the simulation of motivation regarding two laboratory-devised online serious games, called Kuthrill and Kusube. Kuthrill is a Tetris〓-type game in which players place blocks with drug names on them into four medicinal groups. Kusube is a game with remedial purposes that asks for chemical structures. The gaming time and score are recorded automatically. The analysis of data listed on the WWW ranking board for dates, scores and play times of several players leads to the conclusion that this ranking is advantageous in terms of the motivation to play serious games.

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