[EN] Gamification in higher education has been shown to provide a diverse range of learning opportunities for higher education practitioners as well as students. Building on our research exploring the benefits of using a card-based, role-playing team game called “BrainceptTM” to aid pharmacology learning for medical students, we now test the reproducibility of our novel finding that this game leads to appreciable and sustained learning gains in medical students from two different higher education institutes. Here we present student feedback, thematic analysis and quantitative pre-and post-test data collected from students who played BrainceptTM. Our data shows that this style of gamified learning has a reproducible positive effect on stu...
The utilization of serious games and simulations in health professional education has increased. The...
Learning process among medical students have developed along with technological advances so that it ...
Gamification refers to using game attributes in a non-gaming context. Health professions educators i...
Gamification in higher education has steadily been gaining traction as a useful addition to the dive...
Gamification is the use of game mechanics to promote engagement and enjoyment in a variety of tasks ...
Learning process among medical students have developed along with technological advances so that it ...
Objective: To conceptualise an educational game on male urinary catheterisation for undergraduate me...
To determine if the utilization of modified games, such as ID-Candyland and ID-Taboo, are effective ...
Background: University teaching methods are changing, and in response to a classical teacher-center...
Game-based learning has come to prominence as new tools are now available to aid students learn and ...
Smart learning environments can be defined as systems aimed at proposing innovative uses of emerging...
Gamification refers to using game attributes in a non-gaming context. Health professions educators i...
The profile of the profession of pharmacists has profoundly changed over the last decades. Pharmacy ...
Abstract: Background: While medical students are losing interest in lectures in favor of other educa...
The utilization of serious games and simulations in health professional education has increased. The...
Learning process among medical students have developed along with technological advances so that it ...
Gamification refers to using game attributes in a non-gaming context. Health professions educators i...
Gamification in higher education has steadily been gaining traction as a useful addition to the dive...
Gamification is the use of game mechanics to promote engagement and enjoyment in a variety of tasks ...
Learning process among medical students have developed along with technological advances so that it ...
Objective: To conceptualise an educational game on male urinary catheterisation for undergraduate me...
To determine if the utilization of modified games, such as ID-Candyland and ID-Taboo, are effective ...
Background: University teaching methods are changing, and in response to a classical teacher-center...
Game-based learning has come to prominence as new tools are now available to aid students learn and ...
Smart learning environments can be defined as systems aimed at proposing innovative uses of emerging...
Gamification refers to using game attributes in a non-gaming context. Health professions educators i...
The profile of the profession of pharmacists has profoundly changed over the last decades. Pharmacy ...
Abstract: Background: While medical students are losing interest in lectures in favor of other educa...
The utilization of serious games and simulations in health professional education has increased. The...
Learning process among medical students have developed along with technological advances so that it ...
Gamification refers to using game attributes in a non-gaming context. Health professions educators i...