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Gamification and education: A pragmatic approach with two examples of implementation
James H Willig1,2, Jennifer Croker1,2, Lisa McCormick3
1School of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA.
Gamification enhances learner engagement and knowledge acquisition in educational settings. This study demonstrates its effectiveness in training for rigor, reproducibility, and transparency, and assessing competency across Master of Public Health programs.
Area of Science:
- Educational Technology
- Gamification in Health Professions Education
- Learning Science
Background:
- Gamification integrates game design and motivation theories to engage learners.
- The Kaizen-Education© platform was developed in 2012 to deliver gamified educational content.
- This study explores novel applications of gamification in educational settings.
Purpose of the Study:
- To provide practical insights for leveraging gamification in educational settings.
- To evaluate gamification for national training in rigor, reproducibility, and transparency.
- To assess learner competency attainment as a measure of curricular effectiveness.
Main Methods:
- Utilized the Kaizen-Education© software platform for delivering gamified content.
- Collected real-time data on player interaction to analyze engagement.
- Conducted item analysis to evaluate knowledge gain and competency attainment.
Main Results:
- Descriptive analyses of player engagement were performed for two use cases.
- Item analysis assessed knowledge acquisition and competency attainment in learners.
- The study captured data on learner interaction with gamified educational content.
Conclusions:
- Gamification shows potential for engaging learners and enhancing knowledge acquisition.
- A systematic approach to gamification, informed by theory and rigorous analysis, is encouraged.
- Further research is needed to maximize the educational return on investment for gamification.
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