2015
DOI: 10.3402/meo.v20.29536
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Gamification in medical education

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Cited by 43 publications
(33 citation statements)
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“…While there has been much interest expressed in the use of serious games and gamification of eLearning tools (Ahmed et al, 2015;McCoy, Lewis, & Dalton, 2016;Nevin et al, 2014;(Graafland, Schraagen, & Schijven, 2012), we note that there has been little actual activity in this area. Graafland et al only found 30 examples of serious games in a systematic review and noted that most of these were not validated as educational tools.…”
Section: Discussionmentioning
confidence: 89%
“…While there has been much interest expressed in the use of serious games and gamification of eLearning tools (Ahmed et al, 2015;McCoy, Lewis, & Dalton, 2016;Nevin et al, 2014;(Graafland, Schraagen, & Schijven, 2012), we note that there has been little actual activity in this area. Graafland et al only found 30 examples of serious games in a systematic review and noted that most of these were not validated as educational tools.…”
Section: Discussionmentioning
confidence: 89%
“…In other words, gamification occurs by application of a "serious" computer game. In the system of higher medical education it is provided by using electronic or online leaning software -virtual patients [24].…”
Section: Game Technologies In Higher Medical Educationmentioning
confidence: 99%
“…[1], K. Buhaichuk [2], A. Hurzhiy and V. Lapinskyi [3], H. Lavrentieva [4], S. Lytvynova, О. Melnyc et al The issues of mobile learning were researched by T. Kaluha [5], О. Semerikov [6] et al Theoretical and methodological basis of EMT implementation in professional medical training were analyzed and discussed by R. Battat [7], M. Gidda [8], V. Joynes [9], P. George [10], I. Doherty [11], R. Ellaway [12], R. Kassamali [13], Comstock J. [14], K. Masters [15], M. O'Connell [16], C. Pimmer [17] et al; peculiarities of Web 2.0 and social media application for professional learning purposes of medical students were described by G. Eysenbach [18], P. Cartledge [19], C. Loughlin [20], A. Osman [21], A. Raikos [22], B. Hughes [23] et al The gamification processes were researched by M. Ahmed [24], B. Cugelman [25], I. Nicolaidou [26] et al…”
Section: Introductionmentioning
confidence: 99%
“…The concept of gamification, which incorporates game elements in non-game scenarios, is another innovative and important strategy to overcome the barriers of traditional summary platforms. Studies have shown that the use of this tool in education can increase user adherence and participation in digital platforms 8 .…”
Section: Introductionmentioning
confidence: 99%