Objective. To describe the use of an online spaced-education (SE) game to study top 200 drug information in a first-year skills laboratory course. Methods. There were 236 students enrolled in a voluntary online SE game across two semesters. Fifteen multiple-choice questions (MCQs) were sent via email in the fall and spring semesters focusing on cardiovascular and neurological agents, respectively. The online SE game delivered two questions every 2 days and re-sent questions answered incorrectly after 7 days. Two correct answers were required to retire a question. Top 200 drug knowledge was evaluated with an examination at the conclusion of each semester. Levels of engagement with the game, differences in performance on game MCQs, impact on ...
INTRODUCTION: Research suggests that key indicators of engagement in an adult learning environment i...
Background: Digital games have been demonstrated to be beneficial for a range of non-recreational pu...
Game-based learning (GBL) involves adding game elements to non-game activities to encourage engageme...
Background: Educational games have been shown to be an effective learning tool in medical and nursin...
Pharmacy Challenge’ is a mobile/web multiplayer that was developed at Kingston University. The game...
To compare online learning tools, looped, branch serious game (SG) and linear text-based scenario (T...
This study investigates the effectiveness of the online Flash game Disease Defenders in producing kn...
BACKGROUND:When compared with more traditional instructional methods, Game-based e-learning (GbEl) p...
Competitive learning activities are among the various learning activities that play a significant ro...
This study examined the impact of adding game elements on students ’ performances in an online learn...
When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a h...
Educational games are increasingly used in medical curricula to enhance the process of mastering sub...
Distance teaching and learning are gaining popularity, especially amidst the COVID-19 crisis at the ...
Objective. To assess the effectiveness of optional online quizzes written by peer tutors in a pharma...
Goal: The use of an online game for learning in higher education aims to make complex theoretical kn...
INTRODUCTION: Research suggests that key indicators of engagement in an adult learning environment i...
Background: Digital games have been demonstrated to be beneficial for a range of non-recreational pu...
Game-based learning (GBL) involves adding game elements to non-game activities to encourage engageme...
Background: Educational games have been shown to be an effective learning tool in medical and nursin...
Pharmacy Challenge’ is a mobile/web multiplayer that was developed at Kingston University. The game...
To compare online learning tools, looped, branch serious game (SG) and linear text-based scenario (T...
This study investigates the effectiveness of the online Flash game Disease Defenders in producing kn...
BACKGROUND:When compared with more traditional instructional methods, Game-based e-learning (GbEl) p...
Competitive learning activities are among the various learning activities that play a significant ro...
This study examined the impact of adding game elements on students ’ performances in an online learn...
When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a h...
Educational games are increasingly used in medical curricula to enhance the process of mastering sub...
Distance teaching and learning are gaining popularity, especially amidst the COVID-19 crisis at the ...
Objective. To assess the effectiveness of optional online quizzes written by peer tutors in a pharma...
Goal: The use of an online game for learning in higher education aims to make complex theoretical kn...
INTRODUCTION: Research suggests that key indicators of engagement in an adult learning environment i...
Background: Digital games have been demonstrated to be beneficial for a range of non-recreational pu...
Game-based learning (GBL) involves adding game elements to non-game activities to encourage engageme...