2021
DOI: 10.2196/25637
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Medical Students’ Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis

Abstract: Background In times where distance learning is becoming the norm, game-based learning (GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how, and for whom GBL should be designed cannot be made on a solid empirical basis. Though the act of play seems to be intertwined with GBL, it is generally ignored in the current scientific literature. Objective The objective of our study was to explore students’ perceptions of … Show more

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Cited by 15 publications
(22 citation statements)
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“…They developed cheers that were heard while waiting for conferences to begin. Literature supports that game-based learning positively impacts team building and comradery, and we noticed this with our program [1,2,[6][7]9]. We observed that residents would attend in higher numbers, even when they were on busy inpatient services.…”
Section: Discussionsupporting
confidence: 74%
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“…They developed cheers that were heard while waiting for conferences to begin. Literature supports that game-based learning positively impacts team building and comradery, and we noticed this with our program [1,2,[6][7]9]. We observed that residents would attend in higher numbers, even when they were on busy inpatient services.…”
Section: Discussionsupporting
confidence: 74%
“…Gamified systems have the potential to significantly positively impact learning climate, learner engagement, and relatedness [1][2][3][4][5][6][7][8][9][10][11]. We believe the "Cohort Cup" accomplished this mission by appropriately facilitating a competitive environment to harness the potential of game-based learning.…”
Section: Discussionmentioning
confidence: 99%
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“…Although there are myriad ways to design game-based learning strategies [ 2 - 4 ], there is little good-quality evidence to guide the choice of the most effective game-based learning design in a given educational context [ 1 ]. This, in turn, may increase the likelihood of choosing suboptimal or even counterproductive game-based learning strategies [ 5 ]. Hence, there is a need for empirical research to inform future game-based learning design [ 1 ].…”
Section: Introductionmentioning
confidence: 99%