نوع مقاله : مقاله پژوهشی
عنوان مقاله English
نویسندگان English
Introduction: Today, gamification, as a new, attractive and efficient method, can transform disease prevention education. This method uses game elements, such as points, levels, challenges and rewards, to transform the learning process into an enjoyable and motivating experience. In this regard, the aim of this study is to present an applied gamification model for disease prevention education.
Method: This study was conducted within the framework of a qualitative approach and using a grounded theory method. In order to collect information, purposeful sampling was used with 22 experts, semi-structured interviews lasting between 30 and 40 minutes in the spring of 1402. Data coding was carried out in three stages: open coding, axial coding and selective coding, and MAXQDA2020 software was used for analysis.
Findings: The findings include the extraction of 462 open codes, 99 concepts, and 22 categories. The main category in this study is the application of gamification for disease prevention education.
Conclusion: The results of the study include providing of a practical gamification model, including causal conditions, central category, context, solution, intervening conditions, and consequences, which can be used to improve disease prevention education. The proposed solutions include: using incentives and rewards; creating attractiveness in the produced content; using modern technology; advertising and information; research and review; evaluation; Finally, it can be said that the use of these strategies in disease prevention education can significantly improve the health and well-being of society.
کلیدواژهها English
Szeto MD, Strock D, Anderson J, Sivesind TE, Vorwald VM, Rietcheck HR, Weintraub GS, Dellavalle RP. Gamification and game-based strategies for dermatology education: narrative review. JMIR Dermatol. 2021;4(2):e30325.