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      A serious game for improving the decision making skills and knowledge levels of Turkish football referees according to the laws of the game

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          Abstract

          Digital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies and traditional game design. This study proposes a quantitative research approach supported by expert validation interviews to designing a game-based learning framework. The goal is to improve the learning experience and decision-making skills of soccer referees in Turkey. A serious game was developed and tested on a group of referees (N = 54). The assessment results of these referees were compared with two sample t-test and the Wilcoxon signed-ranked test for both the experimental group and the control group. The findings of the current study confirmed that a game-based learning environment has greater merit over the paper-based alternatives.

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          Digital game-based learning: Towards an experiential gaming model

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            Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation

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              A systematic review on communicating with patients about evidence.

              To conduct a systematic search for (1) the effectiveness of evidence-based communication tools to increase patient understanding of evidence, (2) effective formats for representing probabilistic information and (3) effective strategies for eliciting patient preferences about evidence. A case scenario is used to illustrate some of the difficulties of putting these results into practice. Systematic search of The Cochrane Library, Medline, Psychinfo, Embase and Cancerlit. Systematic reviews of randomized controlled trials (RCTs) and high quality RCTs were included. Studies were excluded if they did not address the question, were focused on behavioural outcomes without attempting to increase understanding, were concerned with counselling as a therapeutic intervention, or were specific to communication regarding clinical trial participation. We found 10 systematic reviews of RCTs and 30 additional RCTs addressing our questions. Communication tools in most formats (verbal, written, video, provider-delivered, computer-based) will increase patients' understanding but are more likely to do so if structured, tailored and/or interactive. Probabilistic information is best represented as event rates (natural frequencies) in relevant groups of people, rather than words, probabilities or summarized as effect measures such as relative risk reduction. Illustrations such as cartoons, or graphs (vertical bar charts) appear to aid understanding. Values clarification exercises may be better than standard utility techniques for eliciting preferences in individual decision making. Looking for effective evidence-based communication tools for prostatic specific antigen testing highlighted the challenges for clinicians and consumers in accessing tools that are evidence-based in design as well as content. There is an increasing body of evidence supporting the design of effective evidence-based communication tools but variable access to such tools in practice.
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                Author and article information

                Contributors
                +90 312 233 13 58 , myilmaz@cankaya.edu.tr
                Journal
                Springerplus
                Springerplus
                SpringerPlus
                Springer International Publishing (Cham )
                2193-1801
                14 May 2016
                14 May 2016
                2016
                : 5
                : 622
                Affiliations
                Department of Computer Engineering, Çankaya University, Ankara, Turkey
                Article
                2227
                10.1186/s40064-016-2227-0
                4870541
                27330888
                615d2c80-da9a-45ad-8dd8-8b443698a9d5
                © The Author(s). 2016

                Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License ( http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.

                History
                : 10 October 2015
                : 25 April 2016
                Categories
                Research
                Custom metadata
                © The Author(s) 2016

                Uncategorized
                digital game-based learning,interactive learning environments,serious games
                Uncategorized
                digital game-based learning, interactive learning environments, serious games

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