Literature DB >> 27467313

Importance of Gamification in Increasing Learning.

Stacey Brull, Susan Finlayson.   

Abstract

Gamification is being used in the business industry as a way to engage employees into achieving organizational goals, as well as incentivize customers to use their products. More recently, gamification has become a powerful instructional method in K-12 education, as well as top colleges and universities. Health care is still in the early stages of embracing gamification in education; however, some of this may be due to a knowledge deficit related to what gamification is and how it could be applied in the health care setting. This article describes the theory, components, applications, and benefits of gamification for educators who are interested in embarking on a new and innovative way of teaching. J Contin Educ Nurs. 2016;47(8):372-375. Copyright 2016, SLACK Incorporated.

Mesh:

Year:  2016        PMID: 27467313     DOI: 10.3928/00220124-20160715-09

Source DB:  PubMed          Journal:  J Contin Educ Nurs        ISSN: 0022-0124            Impact factor:   1.224


  10 in total

1.  Kaizen: Interactive Gaming for Diabetes Patient Education.

Authors:  Michele H Talley; Nicole Ogle; Nancy Wingo; Cathy Roche; James Willig
Journal:  Games Health J       Date:  2019-12

2.  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

Review 3.  Behavioral Interventions for Stroke Prevention: The Need for a New Conceptual Model.

Authors:  Joel Salinas; Lee H Schwamm
Journal:  Stroke       Date:  2017-05-09       Impact factor: 7.914

4.  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

5.  Nursing students' evaluation of a gamified public health educational webinar: A comparative pilot study.

Authors:  Joseph Grech; Jessica Grech
Journal:  Nurs Open       Date:  2021-03-06

6.  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

7.  Harry Potter and the Osteopathic Medical School Part 2: Creating a Virtual Harry Potter-Themed Day as a High-Yield Review for Final Examinations.

Authors:  Taylor Willis; Victoria Bryant
Journal:  Med Sci Educ       Date:  2022-01-11

8.  Implementation of an experiential learning strategy to reduce the risk of ventilator-associated pneumonia in critically ill adult patients.

Authors:  Hernán Michelángelo; Federico Angriman; Rodolfo Pizarro; Susana Bauque; Claudia Kecskes; Inés Staneloni; David García; Fidencia Espínola; Gustavo Mazer; Cristina Ferrari
Journal:  J Intensive Care Soc       Date:  2019-11-13

Review 9.  The Impact of Severe ME/CFS on Student Learning and K-12 Educational Limitations.

Authors:  Faith R Newton
Journal:  Healthcare (Basel)       Date:  2021-05-25

10.  Physical activity in the Families in Transformation (FIT) weight management program for children.

Authors:  Kathy B Knight; Sydney A Devers; Meagan Maloney; Anne K Bomba; Heather Walker; Kathy Tucker; Scott S Knight
Journal:  Health Promot Perspect       Date:  2018-07-07
  10 in total

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