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Gamifying education: what is known, what is believed and what remains uncertain: a critical review
[PDF] Gamification and Education : A Literature | Semantic Scholar
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Gamification in Nursing Education: An Integrative Literature Review
The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. There are two forms of gamification, structural with no subject matter changes, and the altered content method that adds subject matter. The serious story is "impressive in quality" and "part of a thoughtful process" to achieve learning goals. In educational contexts, examples of desired student behaviour which gamification can potentially influence include attending class, focusing on meaningful learning tasks, and taking initiative. Distinguishable from game-based learning , gamification of learning does not involve students in designing and creating their own games, or in playing commercially produced video games.
The use of gamification and simulation in medical education is increasing in efforts to accelerate and improve learning outcomes. The purpose of this literature review is to examine game design elements for possible inclusion in an electronic health record EHR simulation game EHRsim. Games are becoming important learning tools in higher education, and numerous organizations use games to teach skills and concepts in medicine, science, and technology. Many in the healthcare professions have questioned the benefits of EHRs and have expressed concern that healthcare professionals who use EHRs without a full understanding of these systems could cause harm to the patient.