2019
DOI: 10.1088/1742-6596/1358/1/012060
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Effectiveness of innovative gamified learning among undergraduate medical students

Abstract: In today’s world of technology, gamification has become increasingly popular in education. Previous studies have reported that gamified learning enables 21st century students to motivate and engage in academic fields. However, there is a paucity of information on empirical studies on effectiveness of gamified learning in various fields of medicine. This lack of empirical evidence is evident in the varying recommendations for the implementation of gamification in medical education. This research aimed to invest… Show more

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Cited by 7 publications
(3 citation statements)
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“…The proposed tools to achieve this goal use AI techniques to detect students' learning styles. [33] have recommended the use of gamification in online learning for medical domains, which assists students to learn through game-like elements and the platform, to engage in learning outside the classroom. Gamified learning is believed to be more effective to render collaborative and competitive learning in medicine.…”
Section: Learning Theories Developed For Aimentioning
confidence: 99%
See 1 more Smart Citation
“…The proposed tools to achieve this goal use AI techniques to detect students' learning styles. [33] have recommended the use of gamification in online learning for medical domains, which assists students to learn through game-like elements and the platform, to engage in learning outside the classroom. Gamified learning is believed to be more effective to render collaborative and competitive learning in medicine.…”
Section: Learning Theories Developed For Aimentioning
confidence: 99%
“…-Detecting students' learning styles and determining the most suitable learning environment [32]. -Gamification in online learning [33]. -Experiential learning model [34].…”
Section: Modelling Approachmentioning
confidence: 99%
“…This acts as a potential alternative to traditional pedagogical or assessment techniques, developing many higher-level skills such as analysis and evaluation. It is the hope that integration of these games will improve engagement, both inside and outside of the classroom [ 2 , 3 ], allowing students to engage with their education in novel ways, through case-based learning and interactive assessment types [ 4 ]. Using SBL has already shown promise when compared to didactic teaching [ 5 , 6 ].…”
Section: Introductionmentioning
confidence: 99%