Gamification and education: A pragmatic approach with two examples of implementation

  • James H. Willig
  • , Jennifer Croker
  • , Lisa McCormick
  • , Meena Nabavi
  • , Jeremey Walker
  • , Nancy P. Wingo
  • , Cathy C. Roche
  • , Carolyn Jones
  • , Katherine E. Hartmann
  • , David Redden

Research output: Contribution to journalArticlepeer-review

24 Scopus citations

Abstract

Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways.

Original languageEnglish
Article numberA163
JournalJournal of Clinical and Translational Science
Volume5
Issue number1
DOIs
StatePublished - Jun 28 2021

Bibliographical note

Publisher Copyright:
©) to deliver gamified educational content in 2012. Here, we explore two novel use cases of this platform to provide practical insights for leveraging these methods in educational settings: (1) national training in rigor, reproducibility, and transparency and (2) attainment of learner competency (n = 7) as a gauge of curricular effectiveness across Master of Public Health degree tracks (n = 5). Data were captured in real time during player interaction with Kaizen-Education

Funding

The National Center for Advancing Translational Sciences of the National Institutes of Health supported this research in part under award number UL1TR003096. The content is solely the responsibility of the authors and does not necessarily represent the official views of the National Institutes of Health.

FundersFunder number
National Institutes of Health (NIH)UL1TR003096
National Center for Advancing Translational Sciences (NCATS)

    Keywords

    • Gamification
    • adult learners
    • compliance training
    • education
    • games
    • pedagogy

    ASJC Scopus subject areas

    • General Medicine

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