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dc.contributor.authorFrøland, Tord Hettervik
dc.contributor.authorHeldal, Ilona
dc.contributor.authorBraseth, Turid Aarhus
dc.contributor.authorNygård, Irene
dc.contributor.authorSjøholt, Gry
dc.contributor.authorErsvær, Elisabeth
dc.date.accessioned2022-04-25T09:06:14Z
dc.date.available2022-04-25T09:06:14Z
dc.date.created2022-04-22T12:29:28Z
dc.date.issued2022
dc.identifier.citationFrøland, T. H., Heldal, I., Braseth, T. A., Nygård, I., Sjøholt, G., & Ersvær, E. (2022). Digital game-based support for learning the phlebotomy procedure in the biomedical laboratory scientist education. Computers, 11(5).en_US
dc.identifier.issn2073-431X
dc.identifier.urihttps://hdl.handle.net/11250/2992442
dc.description.abstractPractice-based training in education is important, expensive, and resource-demanding. Digital games can provide complementary training opportunities for practicing procedural skills and increase the value of the limited laboratory training time in biomedical laboratory science (BLS) education. This paper presents how a serious game can be integrated in a BLS course and supplement traditional learning and teaching with accessible learning material for phlebotomy. To gather information on challenges relevant to integrating Digital Game-Based Learning (DGBL), a case was carried out using mixed methods. Through a semester-long study, following a longitudinal, interventional cohort study, data and information were obtained from teachers and students about the learning impact of the current application. The game motivated students to train more, and teachers were positive towards using it in education. The results provide increased insights into how DGBL can be integrated into education and give rise to a discussion of the current challenges of DGBL for practice-based learning.en_US
dc.language.isoengen_US
dc.publisherMDPIen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectBioingeniørfagen_US
dc.subjectBiomedical Laboratory Scientisten_US
dc.subjectSpillbasert læringen_US
dc.subjectGame based learningen_US
dc.subjectSpillbasert undervisningen_US
dc.subjectGame-Based Learningen_US
dc.subjectVirtuelle laboratorieren_US
dc.subjectVirtual laboratoriesen_US
dc.subjectLongitudinell studieen_US
dc.subjectCohort studyen_US
dc.subjectDigitale læringsressurseren_US
dc.subjectDigital learning resourcesen_US
dc.subjectLaboratorieren_US
dc.subjectLaboratoriesen_US
dc.subjectBlodprøvetakingen_US
dc.subjectPhlebotomyen_US
dc.titleDigital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Educationen_US
dc.title.alternativeDigital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Educationen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2022 by the authorsen_US
dc.subject.nsiVDP::Datateknologi: 551en_US
dc.subject.nsiVDP::Computer technology: 551en_US
dc.source.volume11en_US
dc.source.journalComputersen_US
dc.source.issue5en_US
dc.identifier.doi10.3390/computers11050059
dc.identifier.cristin2018388
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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