2020
DOI: 10.2196/18247
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Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study

Abstract: Background Gamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines. Objective The purpose of this pilot study was to present Ethoshunt as a gamification-based mobile app that can be used in teaching and learning ethics. Methods This study involved a mixed-methods research … Show more

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Cited by 12 publications
(11 citation statements)
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References 43 publications
(63 reference statements)
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“…Chronic disease management and rehabilitation is covered by 38.3% (79/206) of studies, including studies on dementia [ 45 , 46 ], diabetes [ 47 , 48 ], or depression [ 49 , 50 ]. Furthermore, 23.3% (48/206) of studies focused on supporting health professionals and mostly dealt with education on various topics, such as emergency care [ 51 ], specific surgical procedures [ 52 , 53 ], or teaching ethics in medicine [ 54 ].…”
Section: Resultsmentioning
confidence: 99%
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“…Chronic disease management and rehabilitation is covered by 38.3% (79/206) of studies, including studies on dementia [ 45 , 46 ], diabetes [ 47 , 48 ], or depression [ 49 , 50 ]. Furthermore, 23.3% (48/206) of studies focused on supporting health professionals and mostly dealt with education on various topics, such as emergency care [ 51 ], specific surgical procedures [ 52 , 53 ], or teaching ethics in medicine [ 54 ].…”
Section: Resultsmentioning
confidence: 99%
“…Cheng et al [ 81 ] argue that the latter definition is more useful in an mHealth context, as it focuses on the goal of gamification instead of its method. Zakaria et al [ 54 ] provided various conceptualizations of gamification throughout the article without contrasting them.…”
Section: Resultsmentioning
confidence: 99%
“…En la educación, el docente se enfrenta a nuevos desafíos como la necesidad de implementar metodologías innovadoras, la gamificación consiste en el uso de juegos para crear entornos de aprendizaje activos y de apoyo que motiven a los estudiantes (Zakaria et al, 2020).…”
Section: En La Educaciónunclassified
“…Existen diferentes herramientas metodológicas que sirven para reorientar la educación, transformando y habilitando los procesos de enseñanza-aprendizaje presencial a la modalidad en línea. Una de las direcciones de la innovación educativa que se está convirtiendo en una tendencia mundial, es la gamificación que consiste en el uso de juegos para crear entornos de aprendizaje activos y de apoyo que motiven a los estudiantes (Zakaria et al, 2020).…”
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