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Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course
BACKGROUND: Gamification is the process of adding game elements into classroom activities to encourage student participation and motivation. Classcraft(®) is a gamified learning system designed to integrate easily with normal classroom activities and to enhance collaboration and teamwork. EDUCATIONA...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
University of Minnesota Libraries Publishing
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8127124/ https://www.ncbi.nlm.nih.gov/pubmed/34007662 http://dx.doi.org/10.24926/iip.v11i4.3328 |
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author | Barber, Connie S. Stavroulaki, Konstantina Santanello, Catherine D. |
author_facet | Barber, Connie S. Stavroulaki, Konstantina Santanello, Catherine D. |
author_sort | Barber, Connie S. |
collection | PubMed |
description | BACKGROUND: Gamification is the process of adding game elements into classroom activities to encourage student participation and motivation. Classcraft(®) is a gamified learning system designed to integrate easily with normal classroom activities and to enhance collaboration and teamwork. EDUCATIONAL ACTIVITY AND SETTING: This study explored the use of the Classcraft(®) system in an Immunology and Immunization Training course, specifically examining students’ motivation to use the system and potential impacts on their motivation. FINDINGS: Results showed that value and enjoyment motivated students to use Classcraft(®). Furthermore,the ease of use of the system positively impacted students’ enjoyment of the system. Students’ choice regarding how much they were required to engage with the system positively impacted the value and enjoyment that they experienced with the system. SUMMARY: Students’ demonstrated motivation to use Classcraft(®) provides a foundation for further research into the use of gamified learning systems within pharmacy classrooms. Research is needed to understand if use of a gamified learning system positively impacts learning outcomes. |
format | Online Article Text |
id | pubmed-8127124 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | University of Minnesota Libraries Publishing |
record_format | MEDLINE/PubMed |
spelling | pubmed-81271242021-05-17 Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course Barber, Connie S. Stavroulaki, Konstantina Santanello, Catherine D. Innov Pharm Original Research BACKGROUND: Gamification is the process of adding game elements into classroom activities to encourage student participation and motivation. Classcraft(®) is a gamified learning system designed to integrate easily with normal classroom activities and to enhance collaboration and teamwork. EDUCATIONAL ACTIVITY AND SETTING: This study explored the use of the Classcraft(®) system in an Immunology and Immunization Training course, specifically examining students’ motivation to use the system and potential impacts on their motivation. FINDINGS: Results showed that value and enjoyment motivated students to use Classcraft(®). Furthermore,the ease of use of the system positively impacted students’ enjoyment of the system. Students’ choice regarding how much they were required to engage with the system positively impacted the value and enjoyment that they experienced with the system. SUMMARY: Students’ demonstrated motivation to use Classcraft(®) provides a foundation for further research into the use of gamified learning systems within pharmacy classrooms. Research is needed to understand if use of a gamified learning system positively impacts learning outcomes. University of Minnesota Libraries Publishing 2020-11-18 /pmc/articles/PMC8127124/ /pubmed/34007662 http://dx.doi.org/10.24926/iip.v11i4.3328 Text en © Individual authors https://creativecommons.org/licenses/by-nc/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial License, which permits noncommercial use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Original Research Barber, Connie S. Stavroulaki, Konstantina Santanello, Catherine D. Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course |
title | Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course |
title_full | Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course |
title_fullStr | Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course |
title_full_unstemmed | Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course |
title_short | Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course |
title_sort | examining student motivation to use a gamified system in an immunology and immunization training course |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8127124/ https://www.ncbi.nlm.nih.gov/pubmed/34007662 http://dx.doi.org/10.24926/iip.v11i4.3328 |
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