First Published: September 30, 2024
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Gamification or Gamified Learning is a learning strategy that involves using game attributes and game design elements to enhance learner performance. It relies on instructional elements that support learning (e.g., clear and relevant goals, immediate and continuous feedback, and positive reinforcement of target behaviors) and game design elements that increase engagement and motivation (e.g., simplified user experience, social interaction, multiple paths/choices, control and challenge mechanics, and game fiction).
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Use the comments section below to let us know your ideas about gamification.
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Gamification has diverse theoretical foundations connected to theories of motivation and affect, behavior, cognitive processing, and learning.
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Krath, J. Schürmann, L., von Korflesch, H. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, Volume 125 (2021). https://doi.org/10.1016/j.chb.2021.106963.
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Research shows that gamification is an effective method for instruction, with significant, positive effects on cognitive, motivational, and behavioral learning outcomes.
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In the context of Medical Education, gamification has been shown to improve cognitive learning outcome attainment and soft skills (e.g., communication and collaboration).
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Huang, W.D., Loid, V. & Sung, J.S. Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012—2022. BMC Med Educ 24, 20 (2024). https://doi.org/10.1186/s12909-023-04955-1
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Start small: there are many ways to use game attributes in learning experiences and it takes time and experience to see what works best for your courses. Plan, implement, evaluate, and adjust.
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Align gamification with your course goals: like with any other learning strategy, the purpose of a gamified learning approach is to improve student’s achievement of course goals and promote learning.
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Choose which elements you will use: design for continuous feedback, consider including some “game fiction”, and add a balance of competitive-collaborative elements to increase student engagement and benefit from the cognitive-emotional connection gamification provides.
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Explore what gamification has to offer and what is still to be studied about implementing this learning strategy.
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Webinar: Using Gamification to Engage Students. Dr. Chelsea Renfro, College of Pharmacy.
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Gamification in Higher Education (Part 1 and Part 2). Academic Technology Solutions, The University of Chicago.
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Gamification, What It Is, How It Works, Examples. Teaching & Learning, Educational Technology.
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van Gaalen, A.E.J., Brouwer, J., Schönrock-Adema, J. et al. Gamification of health professions education: a systematic review. Adv in Health Sci Educ 26, 683–711 (2021). https://doi.org/10.1007/s10459-020-10000-3
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