2014
DOI: 10.3109/0142159x.2014.888409
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Fun, collaboration and formative assessment: Skinquizition, a class wide gaming competition in a medical school with a large class

Abstract: Educational game competitions provide formative assessments and feedback for students and faculty alike, enhancing learning and teaching processes. In this study, we show an innovative approach to accommodate a large class divided into competing teams furthering collaborative skills reflected by academic performance.

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Cited by 21 publications
(16 citation statements)
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“…The students who experienced the online lecture had higher long‐term recognition scores than those who experienced the face‐to‐face lecture. This finding not only supports previous research that found technology enhanced student learning 23 but also extends the research by identifying specific areas of learning: recognition and long‐term learning. No differences were observed, however, in terms of levels of recognition such as knowledge, comprehension, or application.…”
Section: Discussionsupporting
confidence: 89%
“…The students who experienced the online lecture had higher long‐term recognition scores than those who experienced the face‐to‐face lecture. This finding not only supports previous research that found technology enhanced student learning 23 but also extends the research by identifying specific areas of learning: recognition and long‐term learning. No differences were observed, however, in terms of levels of recognition such as knowledge, comprehension, or application.…”
Section: Discussionsupporting
confidence: 89%
“…Literature regarding gamification of TP is scarce. Very recently, Schlegel and Selfridge [ 38 ] reported the use of audience response technology to implement a team review game on the last day of a Dermatology course. The authors state that the game promoted learning and student satisfaction, but no data are provided.…”
Section: Introductionmentioning
confidence: 99%
“…With emerging digital technology, new forms of feedback have become available in the past decade. Apart from the traditional words and verbal signals as the forms of feedback, new forms such as visual portfolios, in which the learners self-select the images that they produce during their daily activities on the high-fidelity 3D human heart simulator for the undergraduate level health care sciences students (Yoders, 2014), screen-captured digital video feedback (Jones, et al, 2012), or online Skinquizition gaming with audience response systems such as TurningPoint (Schlegel & Selfridge, 2014). Mobile electronic devices including smartphones, tablets, laptops are also used for formative tasks and feedback (Wijtmans et al, 2014).…”
Section: Multi-media Feedbackmentioning
confidence: 99%