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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

Producción científica: Articlerevisión exhaustiva

26 Citas (Scopus)

Resumen

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

Idioma originalEnglish
Número de artículoA163
PublicaciónJournal of Clinical and Translational Science
Volumen5
N.º1
DOI
EstadoPublished - 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.

FinanciadoresNúmero del financiador
National Institutes of Health (NIH)UL1TR003096
National Center for Advancing Translational Sciences (NCATS)

    ASJC Scopus subject areas

    • General Medicine

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