Gamification in Higher Education: An Overview
محل انتشار: فصلنامه بولتن آموزش پزشکی، دوره: 3، شماره: 4
سال انتشار: 1401
نوع سند: مقاله ژورنالی
زبان: انگلیسی
مشاهده: 112
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شناسه ملی سند علمی:
JR_MEB-3-4_003
تاریخ نمایه سازی: 13 شهریور 1401
چکیده مقاله:
Background: Gamification in learning involves the use of game-based elements such as point scoring, peer competition, teamwork, and score tables to encourage participation, help students assimilate new information, and test their knowledge. We aimed to examine the effectiveness of gamification in students’ learning and motivational outcomes in the educational context. Materials and Methods: In this overview, two independent researchers have selected articles that examine the effect of Gamification on students learning and motivation in databases Scopus, EMBASE, Cochrane, Web of Science, ERIC, and Medline without time and language restrictions up to Mar ۲۰۲۲. Results: Finally ۱۰ relevant studies were selected. Results showed that students reported that gamification was an innovative, engaging, and an efficient strategy for delivering curriculum materials; moreover, it was perceived as a fun activity. They can also provide opportunities for risk-free clinical decision-making, distance training, learning analysis, and quick feedback. In addition, the gamification method is statistically effective in improving students’ knowledge, skills, and children’s attitudes. In the field of medical education, the results showed that the medical field has done limited research on the use of gamification in educational platforms. Games in medical education, when used properly, can be a valuable tool for an instructor. Despite many simulation studies and gamification attempts, the medical community has not fully embraced gamification in residency education; and while games do not substitute for traditional teaching, they do help students to master particularly difficult concepts. Conclusion: Game benefits include improved communication and active learning based on interaction with other players. Games help to organize knowledge, engage students, and motivate them to learn difficult material, but they also encourage students to take responsibility for their own learning.
کلیدواژه ها:
نویسندگان
Alaa Jasim Alsadaji
MSN, Technical Affairs Department, Baghdad Medical City, Baghdad, Iraq.
Sadeq Al-Fayyadh
MSN, Al-Shaheed Al-Sader General Hospital, Baghdad, Iraq.
Saeb Fadhil Al-Saadi
Associate Professor, Chair of Adult Nursing, School of Nursing and Midwifery, University of Baghdad, Baghdad, Iraq.
Zahid Jasim Mohammed
Basic Science Department, College of Nursing, University of Baghdad, Baghdad, Iraq.