Literature DB >> 29985195

Educational Analytics: A New Frontier for Gamification?

Cathy C Roche1, Nancy P Wingo, Andrew O Westfall, Andres Azuero, Donald M Dempsey, James H Willig.   

Abstract

To determine the effects of gamification on student education, researchers implemented "Kaizen," a software-based knowledge competition, among a first-year class of undergraduate nursing students. Multiple-choice questions were released weekly or biweekly during two rounds of play. Participation was voluntary, and students could play the game using any Web-enabled device. Analyses of data generated from the game included (1) descriptive, (2) logistic regression modeling of factors associated with user attrition, (3) generalized linear mixed model for retention of knowledge, and (4) analysis of variance of final examination performance by play styles. Researchers found a statistically significant increase in the odds of a correct response (odds ratio, 1.8; 95% confidence interval, 1.0-3.4) for a round 1 question repeated in round 2, suggesting retention of knowledge. They also found statistically significant differences in final examination performance among different play styles.To maximize the benefits of gamification, researchers must use the resulting data both to power educational analytics and to inform nurse educators how to enhance student engagement, knowledge retention, and academic performance.

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Mesh:

Year:  2018        PMID: 29985195      PMCID: PMC6133730          DOI: 10.1097/CIN.0000000000000455

Source DB:  PubMed          Journal:  Comput Inform Nurs        ISSN: 1538-2931            Impact factor:   1.985


  23 in total

1.  Gamification in thoracic surgical education: Using competition to fuel performance.

Authors:  Nahush A Mokadam; Richard Lee; Ara A Vaporciyan; Jennifer D Walker; Robert J Cerfolio; Joshua L Hermsen; Craig J Baker; Rebecca Mark; Lauren Aloia; Dan H Enter; Andrea J Carpenter; Marc R Moon; Edward D Verrier; James I Fann
Journal:  J Thorac Cardiovasc Surg       Date:  2015-07-26       Impact factor: 5.209

Review 2.  What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions.

Authors:  Zakkoyya H Lewis; Maria C Swartz; Elizabeth J Lyons
Journal:  Games Health J       Date:  2016-01-26

Review 3.  Gamification as a strategy to engage and motivate clinicians to improve care.

Authors:  Shari McKeown; Christina Krause; Meher Shergill; Andrew Siu; David Sweet
Journal:  Healthc Manage Forum       Date:  2016-02-12

4.  Gamification and the Internet: Experts Expect Game Layers to Expand in the Future, with Positive and Negative Results.

Authors:  Janna Anderson; Lee Rainie
Journal:  Games Health J       Date:  2012-06-25

5.  Gamification of Clinical Routine: The Dr. Fill Approach.

Authors:  Mark Bukowski; Martin Kühn; Xiaoqing Zhao; Ralf Bettermann; Stephan Jonas
Journal:  Stud Health Technol Inform       Date:  2016

6.  Augmenting College Students' Study of Speech-Language Pathology Using Computer-Based Mini Quiz Games.

Authors:  Lisa A Vinney; Les Howles; Glen Leverson; Nadine P Connor
Journal:  Am J Speech Lang Pathol       Date:  2016-08-01       Impact factor: 2.408

7.  Gamification in medical education.

Authors:  Maroof Ahmed; Yusuf Sherwani; Osama Al-Jibury; Muhammad Najim; Riham Rabee; Muhammad Ashraf
Journal:  Med Educ Online       Date:  2015-09-29

8.  The effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trial.

Authors:  Ahmed Allam; Zlatina Kostova; Kent Nakamoto; Peter Johannes Schulz
Journal:  J Med Internet Res       Date:  2015-01-09       Impact factor: 5.428

9.  The gamification of medical education: a broader perspective.

Authors:  Mohammed Muntasir; Mustafa Franka; Bashar Atalla; Sarim Siddiqui; Umair Mughal; Ibtesham T Hossain
Journal:  Med Educ Online       Date:  2015-12-17

10.  Digital Literacy in the Medical Curriculum: A Course With Social Media Tools and Gamification.

Authors:  Bertalan Mesko; Zsuzsanna Győrffy; János Kollár
Journal:  JMIR Med Educ       Date:  2015-10-01
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  4 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.  Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education.

Authors:  Jeremey Walker; Jose Pablo Heudebert; Mukesh Patel; John D Cleveland; Andrew O Westfall; Donald M Dempsey; Alfredo Guzman; Anne Zinski; Monica Agarwal; Dustin Long; James Willig; Rachael Lee
Journal:  Med Sci Educ       Date:  2022-05-04

3.  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

4.  Creating and testing a GCP game in an asynchronous course environment: The game and future plans.

Authors:  Carolynn T Jones; Penelope Jester; Jennifer A Croker; Jessica Fritter; Cathy Roche; Brian Wallace; Andrew O Westfall; David T Redden; James Willig
Journal:  J Clin Transl Sci       Date:  2019-10-29
  4 in total

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