2007
DOI: 10.1080/01421590701601550
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A gaming approach to learning medical microbiology: students’ experiences of flow

Abstract: This article may be of value to health educators who wish to supplement formal teaching with informal learning so as to enhance not only the recall of factual knowledge, but also the advancement of general skills.

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Cited by 79 publications
(55 citation statements)
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“…[4][5][6] The majority of studies describing educational health care games show students enjoy playing them. [7][8][9][10] Unfortunately most of these studies do not evaluate student learning or the efficacy of the games. A Cochrane Review evaluated all published articles on health care-based educational games in which the participants were health care professionals or in postgraduate training identified 1156 papers, but only 1 was a randomized control trial.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…[4][5][6] The majority of studies describing educational health care games show students enjoy playing them. [7][8][9][10] Unfortunately most of these studies do not evaluate student learning or the efficacy of the games. A Cochrane Review evaluated all published articles on health care-based educational games in which the participants were health care professionals or in postgraduate training identified 1156 papers, but only 1 was a randomized control trial.…”
Section: Introductionmentioning
confidence: 99%
“…[7][8][9][10] To create a successful game, developers must be cognizant of previous studies in order to replicate successes, and most importantly, to improve deficiencies. The objective of this study was to assess student learning after playing 2 card games, Cardiology Go Fish and Infectious Diseases Gin Rummy, during their APPEs.…”
Section: Introductionmentioning
confidence: 99%
“…In contrast, negative emotions (apathy, resistance to learning, becoming passive due to the high density of knowledge or to the traditional strategies), decreases the learning potential of students and block creativity. In the long term, it leads to the development of negative attitudes to learning and decreases the academic anticipations to the level of "passing the exam" only [24,25].…”
Section: Discussionmentioning
confidence: 99%
“…Digital games have become a feasible option for enhancing and developing e-learning tools. Several articles in our review address the use of gaming in education (Admiraal et al, 2011;Beylefeld and Struwig, 2007;Bressler and Bodzin, 2013;Faiola et al, 2013;Hong et al, 2013;Inal and Cagiltay, 2007;Kiili, 2005b;Raphael et al, 2012;Scoresby and Shelton, 2011;Wang and Chen, 2010).…”
Section: Gaming In Learning and Educationmentioning
confidence: 99%
“…The findings also indicate that having team members of higher educational levels contribute positively to team flow and learning outcomes. Beylefeld and Struwig (2007) studied the use of an online version of a quiz-style board game to enhance student learning in medical microbiology. The game served as a 'positive external challenge' where positive feedback and friendly competitions initiated flow among students, which increased their focus and urged them to acquire skills and accomplish their goals.…”
Section: Gaming In Learning and Educationmentioning
confidence: 99%