2017
DOI: 10.1016/j.cptl.2016.08.046
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Game on: The gamification of the pharmacy classroom

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Cited by 119 publications
(71 citation statements)
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“…This format is very suitable especially in the medical fi eld because a lot of information can be conveyed to the students in a stressfree manner. Similar studies are repeatedly mentioned in the medical context [1,3,[5][6][7][8][12][13][14][15][16]21,22]. This study was limited to 30 questions (six blocks, fi ve questions each) per quiz round; each quiz round took one 45 min lesson.…”
Section: Discussionmentioning
confidence: 91%
See 1 more Smart Citation
“…This format is very suitable especially in the medical fi eld because a lot of information can be conveyed to the students in a stressfree manner. Similar studies are repeatedly mentioned in the medical context [1,3,[5][6][7][8][12][13][14][15][16]21,22]. This study was limited to 30 questions (six blocks, fi ve questions each) per quiz round; each quiz round took one 45 min lesson.…”
Section: Discussionmentioning
confidence: 91%
“…More than 20 years ago, he recognised that game-based learning in a quiz-style show, such as "Jeopardy", produced an increase in knowledge [5]. There also exist a growing number of papers on this setting reporting mostly positive results [1,3,[5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20][21][22], research investigating differences between traditional lectures and GBL [6,7,9,14,15], however no one examined "active" players and "passive" listeners.…”
Section: Introductionmentioning
confidence: 99%
“…Serious games (green) Serious game, simulation, challenge, task, interaction, usability, evaluation Serious games use can improve health of patients [8,9] and serious games like simulation can improve the services of health professionals [10,11]. Educational games (blue) Educational game, health professional, sport, athlete Use of ICT computer based educational games can improve learning of health professionals [12,13] and students [14,15] Manual analysis of the most cited publications related to each topic of the taxonomy revealed some interesting observations about the research literature about point systems used in computer games for health:…”
Section: Resultsmentioning
confidence: 99%
“…Gamification, or game-based learning, involves introducing game elements, such as earning points or badges competitively, to enhance learning. Using gamification elements in postsecondary education has been shown to increase student attitudes and achievement, [8][9][10] although some studies dispute this. 11,12 In this course, students were assigned to groups of three to four students based on complementation of experience (undergraduate vs. graduate) and knowledge base (declared major).…”
Section: Introductionmentioning
confidence: 99%