Exploring the potential of gamified reading: the effects of duolingo on L2 reading, self-efficacy, and learner experiences in a Chinese university EFL context. [PDF]
Yang W, Ying Z.
europepmc +1 more source
ABSTRACT The challenge persists of engaging students in anatomy education, especially neuroanatomy. Conventional lectures often fail to accommodate the diverse learning preferences of students, leading to disinterest and stress. Innovative teaching methods, such as gamification and interactive learning, have shown promise.
Charlotte Kulow, Mara Sandrock
wiley +1 more source
Patient Safety ‘Through Undergraduate Medical Students' Eyes’: A Mixed‐Methods Survey
ABSTRACT Background Evidence is limited internationally regarding medical students' perceptions and training needs in patient safety, following the WHO Global Patient Safety Action Plan 2021–2030, the COVID‐19 pandemic, and the subsequent acceleration in digitalization.
Anna Pappa +7 more
wiley +1 more source
Converting an Entire Course Into a Game by Implementing Gated Pathways
ABSTRACT Background Games are well recognized for enhancing student engagement, yet most reported game‐based interventions in higher education remain limited to single, one‐time activities. Comprehensive integration of gaming concepts across an entire course is still uncommon, particularly in health professional education.
Nazlee Sharmin, Ava K. Chow
wiley +1 more source
‘Dragon's Den’: Gamifying Handover Skills Teaching
ABSTRACT Background Effective communication during patient handovers is critical to ensuring patient safety. While previous teaching methods locally have been successful, they have typically relied on substantial faculty input and resources. Drawing inspiration from contemporary approaches to small group learning, this study explores the impact of a ...
Mary Catherine Mina +2 more
wiley +1 more source
Is more always better? An S-shaped impact of gamification feature richness on exercise adherence intention. [PDF]
Sun Y, Dong H, Jiang W.
europepmc +1 more source
The Application of Gamification in Children's Oral Health Management: Systematic Review.
Chen J +7 more
europepmc +1 more source
Gamification in higher education administration: a conceptual model for enhancing faculty and staff engagement. [PDF]
Qiao L, Wang Y, Zhao J, Dukhaykh S.
europepmc +1 more source
Use of Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review.
Paudel B +6 more
europepmc +1 more source
Assessing the Impact of Virtual Reality, Augmented Reality, and Video Games on Improving Post-Traumatic Stress Disorder Symptoms: A Systematic Review and Meta-Analysis. [PDF]
Goharinejad S +4 more
europepmc +1 more source

