Literature DB >> 29465450

Gamification in Action: Theoretical and Practical Considerations for Medical Educators.

Chrystal Rutledge1, Catharine M Walsh, Nathan Swinger, Marc Auerbach, Danny Castro, Maya Dewan, Mona Khattab, Alyssa Rake, Ilana Harwayne-Gidansky, Tia T Raymond, Tensing Maa, Todd P Chang.   

Abstract

Gamification involves the application of game design elements to traditionally nongame contexts. It is increasingly being used as an adjunct to traditional teaching strategies in medical education to engage the millennial learner and enhance adult learning. The extant literature has focused on determining whether the implementation of gamification results in better learning outcomes, leading to a dearth of research examining its theoretical underpinnings within the medical education context. The authors define gamification, explore how gamification works within the medical education context using self-determination theory as an explanatory mechanism for enhanced engagement and motivation, and discuss common roadblocks and challenges to implementing gamification.Although previous gamification research has largely focused on determining whether implementation of gamification in medical education leads to better learning outcomes, the authors recommend that future research should explore how and under what conditions gamification is likely to be effective. Selective, purposeful gamification that aligns with learning goals has the potential to increase learner motivation and engagement and, ultimately, learning. In line with self-determination theory, game design elements can be used to enhance learners' feelings of relatedness, autonomy, and competence to foster learners' intrinsic motivation. Poorly applied game design elements, however, may undermine these basic psychological needs by the overjustification effect or through negative effects of competition. Educators must, therefore, clearly understand the benefits and pitfalls of gamification in curricular design, take a thoughtful approach when integrating game design elements, and consider the types of learners and overarching learning objectives.

Mesh:

Year:  2018        PMID: 29465450     DOI: 10.1097/ACM.0000000000002183

Source DB:  PubMed          Journal:  Acad Med        ISSN: 1040-2446            Impact factor:   6.893


  31 in total

1.  The effect of structured self-assessment in virtual reality simulation training of mastoidectomy.

Authors:  Steven Arild Wuyts Andersen; Mads Guldager; Peter Trier Mikkelsen; Mads Sølvsten Sørensen
Journal:  Eur Arch Otorhinolaryngol       Date:  2019-09-20       Impact factor: 2.503

2.  The great escape? The rise of the escape room in medical education.

Authors:  Jonathan Guckian; Leanne Eveson; Hannah May
Journal:  Future Healthc J       Date:  2020-06

3.  Gamification of robotic simulation to train general surgery residents.

Authors:  Keitaro Nakamoto; Daniel B Jones; Souheil W Adra
Journal:  Surg Endosc       Date:  2022-08-10       Impact factor: 3.453

4.  Much ado about gaming: An educator's guide to serious games and gamification in medical education.

Authors:  Bjorn K Watsjold; Michael Cosimini; Paulius Mui; Teresa M Chan
Journal:  AEM Educ Train       Date:  2022-08-23

5.  Escape box and puzzle design as educational methods for engagement and satisfaction of medical student learners in emergency medicine: survey study.

Authors:  Christina Cantwell; Soheil Saadat; Sangeeta Sakaria; Warren Wiechmann; Gabriel Sudario
Journal:  BMC Med Educ       Date:  2022-07-02       Impact factor: 3.263

6.  Not Another Boring Resident Didactic Conference.

Authors:  Alisa Wray; Margaret Wolff; Megan Boysen-Osborn; Warren Wiechmann; Sara Paradise; Elizabeth Runcie; Gabe Sudario; Shannon Toohey
Journal:  AEM Educ Train       Date:  2019-07-09

7.  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

8.  Improving Pediatric/Neonatology Residents' Newborn Resuscitation Skills With a Digital Serious Game: DIANA.

Authors:  Serena Bardelli; Giulio Del Corso; Massimiliano Ciantelli; Marta Del Pistoia; Francesca Lorenzoni; Nicoletta Fossati; Rosa T Scaramuzzo; Armando Cuttano
Journal:  Front Pediatr       Date:  2022-04-01       Impact factor: 3.569

Review 9.  Gamification as Online Teaching Strategy During COVID-19: A Mini-Review.

Authors:  Francisco Antonio Nieto-Escamez; María Dolores Roldán-Tapia
Journal:  Front Psychol       Date:  2021-05-21

10.  The Mystery Dinner RCA: Using Gamification and Simulation to Teach Root Cause Analysis.

Authors:  Andrea Smeraglio; Matthew DiVeronica; Christopher Terndrup; Jacob Luty; Garrett Waagmeester; Shona Hunsaker
Journal:  MedEdPORTAL       Date:  2021-06-21
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