2014
DOI: 10.1089/g4h.2013.0069
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Gaming Habits and Opinions of Brazilian Medical School Faculty and Students: What's Next?

Abstract: Playing electronic games is common among medical faculty and students, who both present very positive opinions about games for learning, but the scarcity of available options and the lack of institutional support prevent a more widespread adoption of medical education games.

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Cited by 9 publications
(7 citation statements)
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“…A recently published study reinforces the importance of this communication, considering the approximation between the teams that determine the success of the tool developed for use and application in teaching. 22 The validation process is primordial to ensure the quality of the developed product, especially with a special look at the pedagogical and usability aspects considering its nature of educational technology. 23 It is not possible to decouple the creation of this type of technology from the learning frameworks and objectives, since these are the basis and the motivation for the development of the teaching tools, assuming the technology role of transmitter and not main focus of the creation.…”
Section: Discussionmentioning
confidence: 99%
“…A recently published study reinforces the importance of this communication, considering the approximation between the teams that determine the success of the tool developed for use and application in teaching. 22 The validation process is primordial to ensure the quality of the developed product, especially with a special look at the pedagogical and usability aspects considering its nature of educational technology. 23 It is not possible to decouple the creation of this type of technology from the learning frameworks and objectives, since these are the basis and the motivation for the development of the teaching tools, assuming the technology role of transmitter and not main focus of the creation.…”
Section: Discussionmentioning
confidence: 99%
“…A further consideration relating to this category of barrier concerns awareness. Despite the growing range of simulations and games that have been developed across a variety of subject areas, with many available 'off-theshelf ' and ready to use, a simple lack of awareness amongst educators about the options available may inhibit their use (Diehl, de Souza, Gordan, Esteves, & Coelho, 2014;Pei Rui Chan & Zary, 2019).…”
Section: Challenges Of Using Simulations and Gamesmentioning
confidence: 99%
“…Electronic games are a powerful tool for education [14], as they “create a tight marriage among content, game play, and valued ways of thinking and acting” [15]. Reasons for using games include the familiarity of most college students with this medium [16] and their favorable views on the matter [17,18]. Nevertheless, the 2 most compelling arguments sustaining the adoption of games for learning are (1) their potential educational effectiveness [15,16] and (2) their flexibility and easy dissemination [19].…”
Section: Introductionmentioning
confidence: 99%