Literature DB >> 26496401

An Introduction to Gamification: Adding Game Elements for Engagement.

Tara J Brigham1.   

Abstract

Gamification is defined as the use of game design elements in a nongame context. While gamification is not a new concept, new dynamics are unfolding that may cause more businesses, educators, and librarians to consider the use of game-like elements into future endeavors. In addition to more generation Y or millennials entering higher education and the workplace, there has been a significant acceptance of routinely using smartphones and playing games. This column will explain what gamification is, provide an overview of the benefits and concerns surrounding gamification, and describe how and where it is currently being used.

Keywords:  Education; engagement; game elements; gamification; motivation

Mesh:

Year:  2015        PMID: 26496401     DOI: 10.1080/02763869.2015.1082385

Source DB:  PubMed          Journal:  Med Ref Serv Q        ISSN: 0276-3869


  12 in total

1.  Educational Analytics: A New Frontier for Gamification?

Authors:  Cathy C Roche; Nancy P Wingo; Andrew O Westfall; Andres Azuero; Donald M Dempsey; James H Willig
Journal:  Comput Inform Nurs       Date:  2018-09       Impact factor: 1.985

2.  A Role-Playing Activity for Medical Students Demonstrates Economic Factors Affecting Health in Underprivileged Communities.

Authors:  Aldrin B Loyola; Lia M Palileo-Villanueva
Journal:  Adv Med Educ Pract       Date:  2020-09-09

3.  Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: a retrospective cohort study.

Authors:  Kazuhiro Watanabe; Norito Kawakami; Kotaro Imamura; Akiomi Inoue; Akihito Shimazu; Toru Yoshikawa; Hisanori Hiro; Yumi Asai; Yuko Odagiri; Etsuko Yoshikawa; Akizumi Tsutsumi
Journal:  Sci Rep       Date:  2017-09-07       Impact factor: 4.379

4.  Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among Students.

Authors:  Máté Kapitány-Fövény; Eszter Vagdalt; Zsófia Ruttkay; Róbert Urbán; Mara J Richman; Zsolt Demetrovics
Journal:  JMIR Serious Games       Date:  2018-12-04       Impact factor: 4.143

5.  Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study.

Authors:  Guadalupe Molina-Torres; Miguel Rodriguez-Arrastia; Raquel Alarcón; Nuria Sánchez-Labraca; María Sánchez-Joya; Pablo Roman; Mar Requena
Journal:  JMIR Serious Games       Date:  2021-03-24       Impact factor: 4.143

Review 6.  Gamification in otolaryngology: A narrative review.

Authors:  Zack K Westenhaver; Robert E Africa; René E Zimmerer; Brian J McKinnon
Journal:  Laryngoscope Investig Otolaryngol       Date:  2021-11-29

Review 7.  Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis.

Authors:  Olga Perski; Ann Blandford; Robert West; Susan Michie
Journal:  Transl Behav Med       Date:  2017-06       Impact factor: 3.046

8.  Serious games for smoking prevention and cessation: A systematic review of game elements and game effects.

Authors:  M E Derksen; S van Strijp; A E Kunst; J G Daams; M W M Jaspers; M P Fransen
Journal:  J Am Med Inform Assoc       Date:  2020-05-01       Impact factor: 4.497

9.  Assembly Line Education: A Novel Educational Technique for Today's Learners.

Authors:  Javier Rosario; David Lebowitz; Amanda L Webb; Latha Ganti; Ariel Vera; Tracy Macintosh; Ayanna Walker; Jose Rubero
Journal:  Cureus       Date:  2020-02-21

10.  A workplace well-being game intervention for health sciences librarians to address burnout.

Authors:  Tallie Casucci; Amy B Locke; Autumn Henson; Fares Qeadan
Journal:  J Med Libr Assoc       Date:  2020-10-01
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