2013
DOI: 10.1111/medu.12190
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Gamification of board review: a residency curricular innovation

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Cited by 30 publications
(17 citation statements)
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“…Taken together, these data suggest that our gamification-based educational software effectively engaged residents, similar to the effects of gamification observed in other settings. 9 18 19 In addition, analyses of Kaizen-IM data provided insights into modifiable factors associated with learner attrition and retention of knowledge that may serve to further enhance the educational benefits of this strategy for our trainees.…”
Section: Discussionmentioning
confidence: 99%
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“…Taken together, these data suggest that our gamification-based educational software effectively engaged residents, similar to the effects of gamification observed in other settings. 9 18 19 In addition, analyses of Kaizen-IM data provided insights into modifiable factors associated with learner attrition and retention of knowledge that may serve to further enhance the educational benefits of this strategy for our trainees.…”
Section: Discussionmentioning
confidence: 99%
“…While gamification has been used in educational settings, reports of its integration and effect in medical education settings are limited. 18 19 In focus groups, residents highlighted the leaderboard as highly motivational, and the ability to compete as both individuals and teams allowed Kaizen-IM to appeal to a greater number of users. Of note, displaying each participant's team affiliation on the leaderboard may have led to increased investment through promoting accountability between team members.…”
Section: Discussionmentioning
confidence: 99%
“…• Participation: this behavior includes game design elements that are more amenable to increase the level of participation/engagement of students based on the results provided by Denny 2013 2013, and Snyder and Hartig (2013). It may include the following elements: Challenge, Levels, Leaderboard, Story, Badges, Rewards, and Points; • Performance: this behavior includes game design elements that were used by several works (Smith and Baker, 2011;Cheong et al, 2013;Domínguez et al, 2013;Hakulinen et al, 2013) suggesting their use for increasing students' learning outcomes.…”
Section: Gamification Domain Ontology (Gado) -Fullmentioning
confidence: 99%
“…Rewards improved participation and engagement (Snyder & Hartig, 2013). "Gamification elements that encompass a social element are generally experienced as more engaging than 'single player' elements" (Hamari & Koivisto, 2015).…”
Section: Hedonic Motivation (Hm)mentioning
confidence: 99%