2019
DOI: 10.15694/mep.2019.000216.1
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Twelve tips for incorporating gamification into medical education

Abstract: Gamification incorporates elements of gameplay into real-word activities and behaviours. These elements include progress mechanics, player development and narrative structure. Gamification is being increasingly used in an educational context as it has the ability to make learning fun, memorable and more effective. We recommend ways in which gamification can be effectively implemented in medical education, including common pitfalls and hurdles to avoid.

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Cited by 42 publications
(51 citation statements)
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“…Even at baseline, student satisfaction with the "active learning" format of the presentation was high (97% of respondents were strongly agreed or agreed that they enjoyed the "active learning" format of the session). Our ndings are consistent with the growing literature on gaming in medical education, which suggests high levels of enjoyment and engagement [12], particularly for sessions designed to include opportunities for accomplishment, discovery and bonding [13]-all of which were incorporated into the instructional design for this session.…”
Section: Discussionsupporting
confidence: 86%
“…Even at baseline, student satisfaction with the "active learning" format of the presentation was high (97% of respondents were strongly agreed or agreed that they enjoyed the "active learning" format of the session). Our ndings are consistent with the growing literature on gaming in medical education, which suggests high levels of enjoyment and engagement [12], particularly for sessions designed to include opportunities for accomplishment, discovery and bonding [13]-all of which were incorporated into the instructional design for this session.…”
Section: Discussionsupporting
confidence: 86%
“…The presence of a Medical Toxicology fellowship is also a huge benefit for continuity and sustainability of the virtual program. The creation of this virtual learning modality may be more time-consuming and require more knowledge and effort than traditional learning methods [ 9 ]. It would likely not be sustainable where there are no Medical Toxicology fellows or faculty to devote the time and resources to the development and implementation of this time of the project.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification refers to the use of game elements (e.g., rewards and competition) in nongame settings to improve participant enjoyment of the nongaming component of the activity. [9][10][11] Prior research has shown that gamification can enhance medical education. [11][12][13] Gamification can improve recognition and management of critical conditions, engagement of learners, and heuristics of trauma care providers.…”
Section: Backg Rou N Dmentioning
confidence: 99%
“…Gamification refers to the use of game elements (e.g., rewards and competition) in nongame settings to improve participant enjoyment of the nongaming component of the activity 9‐11 . Prior research has shown that gamification can enhance medical education 11‐13 .…”
Section: Introductionmentioning
confidence: 99%