期刊
EDUCATION AND INFORMATION TECHNOLOGIES
卷 26, 期 2, 页码 2125-2141出版社
SPRINGER
DOI: 10.1007/s10639-020-10350-w
关键词
Active methodology; Education; Game; Meaningful learning; Medicine
资金
- Diretoria Executiva de Gestao da Extensao Universitaria, Paranaense University (UNIPAR)
This study explores the application of gamification in education, specifically in teaching pharmacology in a medical course. It highlights the benefits of using gamification to increase student engagement and learning outcomes, as well as the challenges and strategies associated with integrating gamification activities into the classroom. Overall, the use of gamification in education has shown to enhance student motivation, academic participation, and overall enjoyment of classes.
In recent years, growing interest has been seen in the application of gamification in education, which can be defined as the application of game design elements in learning activities. The goal of gamification is to motivate students by creating an engaging learning experience that can keep them focused on learning tasks in the classroom. However, gamification is a major challenge for education, particularly in higher education institutions. The present work presents 11 gamification activities for teaching pharmacology in a medical course. The moment at which the activity fits best in the class, the ways in which the activity can be applied, and the advantages and difficulties that are associated with each game in the classroom are presented. We report student evaluations of the gamification learning activities. The use of these games fosters learning, increases academic engagement, and makes classes more enjoyable.
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