2020
DOI: 10.1007/s10639-020-10350-w
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Playfulness in the classroom: Gamification favor the learning of pharmacology

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Cited by 13 publications
(10 citation statements)
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“…Many teachers consider it a core educational process, given the positive effects of playfulness on teaching effectiveness [19]. For instance, playful learning can make the learning experience more fun and engaging [20], resulting in better learning outcomes [21]. Playful activities are also incorporated into early childhood education to motivate kids to learn and enhance their interest in a particular subject [18].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Many teachers consider it a core educational process, given the positive effects of playfulness on teaching effectiveness [19]. For instance, playful learning can make the learning experience more fun and engaging [20], resulting in better learning outcomes [21]. Playful activities are also incorporated into early childhood education to motivate kids to learn and enhance their interest in a particular subject [18].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Figure 1 highlights the five pillars of digital tools (FPDT) that are used to enhance engagement, motivation, and activity among students within higher education. Educators integrate digital tools such as virtual learning environments, gaming, and social media into their academic activities, as today's students are more reliant on technology for learning than previous generations [9][10][11][12][13][14][15][16][17][18] (Figure 1). (EBL) and problem-based learning (PBL).…”
Section: Student Engagementmentioning
confidence: 99%
“…With a vast majority of students using digital devices continuously during the day and increasingly using these devices for learning, there is a growing interest in gamification, and its usage in teaching pharmacology to engage the students [13] (Table 1). Game-based learning has been shown to be fun and interactive, as well as to facilitate learning.…”
Section: Student Engagement In Pharmacology Coursesmentioning
confidence: 99%
See 1 more Smart Citation
“…It is well-known that active learning increases student performance in different areas ( 3 ). More specifically, the use of games as a strategy for educational purpose is an important current trend ( 4 ) and has been applied in different disciplines, including pharmacology ( 5 ). While serious games are becoming increasingly popular for teaching scientific concepts or themes ( 4 , 6 ), we identified only one commercially available board game on drug discovery and development: The PHARM GAME: Drug Discovery and Development (available at: https://squareup.com/market/thelearningkey/ ), but its high price is a major limitation at least for Brazilian graduate programs.…”
Section: Introductionmentioning
confidence: 99%