Team gamification of health CPD: closing the gap between research and practice.
Team gamification of health CPD: closing the gap between research and practice.
批准号:
133414
负责人:
金额:
$4.23万
依托单位国家:
英国
项目类别:
Feasibility Studies
财政年份:
2018
资助国家:
英国
项目状态:
已结题
起止时间:
2018 至 --
中文摘要
“国家精灵服务网站于2015年推出,以帮助健康和社会护理从业者跟上与实践相关的最新循证研究:[www.nationalelfservice.net][0]该网站提供了一个数字平台,可以免费访问专家撰写的临床相关博客。这个平台已经建立,在该领域享有盛誉,并在社交媒体上拥有大量追随者。支付费用的网站订阅者可以享受一系列的CPD(持续专业发展)功能,如提醒,反思实践笔记,私人讨论和游戏化的激励措施,以提高参与度。该项目将解决的挑战是使用团队游戏化,以帮助参与者实现及时,高效,有效,以和为贵的方式,特别是,更充分地参与在线CPD和社区功能,这些功能是功能的一部分。个人游戏化的基本水平已经到位(以积分、徽章、排行榜和持续专业发展证书)但这需要通过团队游戏化技术来扩展,目前在数字医疗领域还没有看到大规模的团队游戏化技术。其结果将是一个创新的游戏化系统这是适合具体情况的,将鼓励从业人员更充分地参与循证研究,对病人、护理人员、临床医生、研究人员、决策者和整个社会都有利。[0]:http://www.nationalelfservice.net/“
英文摘要
"The National Elf Service website was launched in 2015 to help practitioners in health and social care keep up to date with the latest evidence based research relevant to practice: [www.nationalelfservice.net][0]The website provides a digital platform where expert-written, clinically relevant blogs can be freely accessed. This platform is well established and has a significant reputation in the field and a huge following on social media. Website subscribers who pay a fee have the benefit of a range of CPD (continuing professional development) features such as alerts, reflective practice notes, private discussions and gamified incentives to increase engagement.The challenge that this project will address is to use team gamification to help participants achieve their goals of keeping up to date with the latest evidence-based research in their fields in a timely, efficient, effective, and enjoyable manner; and, in particular, to engage more fully in the online CPD and community features that are available as part of the functionality.A basic level of individual gamification is already in place (in the form of points, badges, leader-boards and CPD certificates) but this needs to be expanded with team gamification techniques not currently seen at scale anywhere in the digital health sector.The outcome will be an innovative gamification system that is appropriate to the context and that will encourage practitioners to engage more fully with evidence-based research, to the mutual benefit of patients, carers, clinicians, researchers, policy makers and society at large.[0]: http://www.nationalelfservice.net/"
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