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Last Reviewed
March 13, 2025
First Published:
September 30, 2024
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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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Sailer, M., Homner, L. The Gamification of Learning: a Meta-analysis. Educ Psychol Rev 32, 77–112 (2020). https://doi.org/10.1007/s10648-019-09498-w
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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