2018
DOI: 10.1111/tct.12763
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Play games and score points with students

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Cited by 9 publications
(8 citation statements)
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“…Students value immediate feedback on the type and reason for their errors (Smith et al, 2017), and making mistakes or losing the game is a form of instant feedback on performance. This is referred to as "productive failure" and provides an opportunity to engage in problem solving and reasoning (Biehle & Jeffres, 2018). This strong motivational component of games and puzzles can be a source of encouragement to achieve learning goals (Biehle & Jeffres, 2018).…”
Section: Discussionmentioning
confidence: 99%
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“…Students value immediate feedback on the type and reason for their errors (Smith et al, 2017), and making mistakes or losing the game is a form of instant feedback on performance. This is referred to as "productive failure" and provides an opportunity to engage in problem solving and reasoning (Biehle & Jeffres, 2018). This strong motivational component of games and puzzles can be a source of encouragement to achieve learning goals (Biehle & Jeffres, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…This is referred to as "productive failure" and provides an opportunity to engage in problem solving and reasoning (Biehle & Jeffres, 2018). This strong motivational component of games and puzzles can be a source of encouragement to achieve learning goals (Biehle & Jeffres, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…Gamification was added to increase interest and investment in learning activities, particularly for students who were required to attend rather than attending electively (Biehle & Jeffres, 2018;Gentry et al, 2019). Gamification refers to using elements or features of games to address "real world" challenges or problems, in this case geriatric patient concerns (Biehle & Jeffres, 2018;Gentry et al, 2019). The term often refers to using such elements in association with digitally-based learning; however, it can refer to such elements in face-to-face and simulation activities (Gentry et al, 2019), as in this course.…”
Section: Curriculum Designmentioning
confidence: 99%
“…Gamification or serious games have gained popularity recently [ 19 21 ]. In their overview of game implementation in the classroom, Biehle and Jeffres provided four essential fundamentals toward game development and use [ 21 ].…”
Section: Introductionmentioning
confidence: 99%
“…Gamification or serious games have gained popularity recently [ 19 21 ]. In their overview of game implementation in the classroom, Biehle and Jeffres provided four essential fundamentals toward game development and use [ 21 ]. These fundamentals are, first, external motivation should be initiated to internally motivate the student to master the material.…”
Section: Introductionmentioning
confidence: 99%