2016
DOI: 10.1111/eje.12238
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Using gamification to develop academic writing skills in dental undergraduate students

Abstract: Using gamification in an obligatory course for first-year dental students was associated with an improvement in academic writing skills although students' satisfaction with game aspects was modest and their willingness to use gamification in future courses was minimal.

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Cited by 38 publications
(24 citation statements)
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“…Although the study was conducted in SA, it is safe to assume that similar factors operate in schools with the same setting in various parts of the world. ere is increase in dissatisfaction with traditional curricula as reflected by several studies conducted in SA and investigating the introduction of contemporary teaching and assessment tools [10][11][12][13].…”
Section: Discussionmentioning
confidence: 99%
“…Although the study was conducted in SA, it is safe to assume that similar factors operate in schools with the same setting in various parts of the world. ere is increase in dissatisfaction with traditional curricula as reflected by several studies conducted in SA and investigating the introduction of contemporary teaching and assessment tools [10][11][12][13].…”
Section: Discussionmentioning
confidence: 99%
“…Game‐based e‐learning is also reported to be effective in achieving higher cognitive learning outcomes and a positive motivational impact for medical students (Boeker et al, ). Dental students showed an improvement in academic writing skills following the use of game‐based learning (El Tantawi et al, ), while improved student empathy and attitudes were noted for nursing students (Chen et al, ) and pharmacy students (Chen et al, ). While games have been used for teaching an array of topics and have been found to be effective, their clinical benefits for patient care need to be evaluated (de Wit‐Zuurendonk and Oei, ).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is defined as "the use of game design elements in non-game contexts." 20,21 It represents an increasingly popular field of research and application due to its potential to increase users' engagement, [22][23][24][25] satisfaction, 23,26,27 enjoyment of activities, [28][29][30] task performance, [30][31][32] participation, 22,33 empowerment, 25 learning, 27,[34][35][36][37][38][39] attitude,, 22,35,40 and in reinforcing a behavior. 37 The intervention targeting empowerment used a narrative presented by a video format and interpersonal communication elements through text messages.…”
Section: Introductionmentioning
confidence: 99%