Resumen
Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways.
| Idioma original | English |
|---|---|
| Número de artículo | A163 |
| Publicación | Journal of Clinical and Translational Science |
| Volumen | 5 |
| N.º | 1 |
| DOI | |
| Estado | Published - jun 28 2021 |
Nota bibliográfica
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
Financiación
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.
| Financiadores | Número del financiador |
|---|---|
| National Institutes of Health (NIH) | UL1TR003096 |
| National Center for Advancing Translational Sciences (NCATS) |
ASJC Scopus subject areas
- General Medicine
Huella
Profundice en los temas de investigación de 'Gamification and education: A pragmatic approach with two examples of implementation'. En conjunto forman una huella única.Citar esto
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