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Gamification and education: A pragmatic approach with two examples of implementation

Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways. Our Clinical and Translational Science Award created the software platform (Kaizen-Education©) to deliver gamified educational content in 2012. Here, w...

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Autores principales: Willig, James H., Croker, Jennifer, McCormick, Lisa, Nabavi, Meena, Walker, Jeremey, Wingo, Nancy P., Roche, Cathy C., Jones, Carolyn, Hartmann, Katherine E., Redden, David
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Cambridge University Press 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8596077/
https://www.ncbi.nlm.nih.gov/pubmed/34849256
http://dx.doi.org/10.1017/cts.2021.806
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author Willig, James H.
Croker, Jennifer
McCormick, Lisa
Nabavi, Meena
Walker, Jeremey
Wingo, Nancy P.
Roche, Cathy C.
Jones, Carolyn
Hartmann, Katherine E.
Redden, David
author_facet Willig, James H.
Croker, Jennifer
McCormick, Lisa
Nabavi, Meena
Walker, Jeremey
Wingo, Nancy P.
Roche, Cathy C.
Jones, Carolyn
Hartmann, Katherine E.
Redden, David
author_sort Willig, James H.
collection PubMed
description Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways. Our Clinical and Translational Science Award created the software platform (Kaizen-Education©) to deliver gamified educational content in 2012. Here, we explore two novel use cases of this platform to provide practical insights for leveraging these methods in educational settings: (1) national training in rigor, reproducibility, and transparency and (2) attainment of learner competency (n = 7) as a gauge of curricular effectiveness across Master of Public Health degree tracks (n = 5). Data were captured in real time during player interaction with Kaizen-Education© to provide descriptive analyses of player engagement in both implementation examples. We then assessed item analysis to assess knowledge gain and competency attainment. We have just begun to leverage the potential for gamification to engage learners, enhance knowledge acquisition, and document completion of training, across various learning environments. We encourage a systematic approach to gamification applying insights from self-determination theory to learners and learning environments, a methodical approach to game design and rigorous analysis after implementation to generate evidence-based insights to maximize educational return for time invested.
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spelling pubmed-85960772021-11-29 Gamification and education: A pragmatic approach with two examples of implementation Willig, James H. Croker, Jennifer McCormick, Lisa Nabavi, Meena Walker, Jeremey Wingo, Nancy P. Roche, Cathy C. Jones, Carolyn Hartmann, Katherine E. Redden, David J Clin Transl Sci Special Communications Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways. Our Clinical and Translational Science Award created the software platform (Kaizen-Education©) to deliver gamified educational content in 2012. Here, we explore two novel use cases of this platform to provide practical insights for leveraging these methods in educational settings: (1) national training in rigor, reproducibility, and transparency and (2) attainment of learner competency (n = 7) as a gauge of curricular effectiveness across Master of Public Health degree tracks (n = 5). Data were captured in real time during player interaction with Kaizen-Education© to provide descriptive analyses of player engagement in both implementation examples. We then assessed item analysis to assess knowledge gain and competency attainment. We have just begun to leverage the potential for gamification to engage learners, enhance knowledge acquisition, and document completion of training, across various learning environments. We encourage a systematic approach to gamification applying insights from self-determination theory to learners and learning environments, a methodical approach to game design and rigorous analysis after implementation to generate evidence-based insights to maximize educational return for time invested. Cambridge University Press 2021-06-28 /pmc/articles/PMC8596077/ /pubmed/34849256 http://dx.doi.org/10.1017/cts.2021.806 Text en © The Association for Clinical and Translational Science 2021 https://creativecommons.org/licenses/by/4.0/This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Special Communications
Willig, James H.
Croker, Jennifer
McCormick, Lisa
Nabavi, Meena
Walker, Jeremey
Wingo, Nancy P.
Roche, Cathy C.
Jones, Carolyn
Hartmann, Katherine E.
Redden, David
Gamification and education: A pragmatic approach with two examples of implementation
title Gamification and education: A pragmatic approach with two examples of implementation
title_full Gamification and education: A pragmatic approach with two examples of implementation
title_fullStr Gamification and education: A pragmatic approach with two examples of implementation
title_full_unstemmed Gamification and education: A pragmatic approach with two examples of implementation
title_short Gamification and education: A pragmatic approach with two examples of implementation
title_sort gamification and education: a pragmatic approach with two examples of implementation
topic Special Communications
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8596077/
https://www.ncbi.nlm.nih.gov/pubmed/34849256
http://dx.doi.org/10.1017/cts.2021.806
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