Gamification in medical education: An approach to enhance active engagement of students

IF 0.1 Q4 MEDICINE, GENERAL & INTERNAL Journal of the Scientific Society Pub Date : 2023-01-01 DOI:10.4103/jss.jss_113_21
S. Shrivastava, P. Shrivastava
{"title":"Gamification in medical education: An approach to enhance active engagement of students","authors":"S. Shrivastava, P. Shrivastava","doi":"10.4103/jss.jss_113_21","DOIUrl":null,"url":null,"abstract":"Technology has found its root and application in all sectors, and the same stands true in the field of medical education. Moreover, with the emergence of the coronavirus disease-2019 pandemic, the use of technology in online teaching-learning and assessment has increased immensely. The purpose of the current review is to explore the utility of gamification apps to enhance the active engagement of medical students. An extensive search of all materials related to the topic was carried out in the PubMed search engine and a total of five articles were selected based on their suitability with the current review objectives. Keywords used in the search include gamification and medical education. Gamification refers to the employment of elements of games in nongame contexts with an intention to engage users and making them to solve the given problems. It promotes the delivery of information in a learner-centered way and meets the requirement of individual students, especially by targeting those domains in which they are interested. These games are designed in such a way that it simulates problems of the real world, wherein students have to apply their knowledge into practice and simultaneously learn the clinical decision-making skills. In conclusion, gamification and the use of technology should be acknowledged as the new aspects of curriculum delivery and all efforts should be taken to incorporate them as one of the components of medical teaching and assessment in the near future across all medical institutions.","PeriodicalId":55681,"journal":{"name":"Journal of the Scientific Society","volume":null,"pages":null},"PeriodicalIF":0.1000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of the Scientific Society","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4103/jss.jss_113_21","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"MEDICINE, GENERAL & INTERNAL","Score":null,"Total":0}
引用次数: 0

Abstract

Technology has found its root and application in all sectors, and the same stands true in the field of medical education. Moreover, with the emergence of the coronavirus disease-2019 pandemic, the use of technology in online teaching-learning and assessment has increased immensely. The purpose of the current review is to explore the utility of gamification apps to enhance the active engagement of medical students. An extensive search of all materials related to the topic was carried out in the PubMed search engine and a total of five articles were selected based on their suitability with the current review objectives. Keywords used in the search include gamification and medical education. Gamification refers to the employment of elements of games in nongame contexts with an intention to engage users and making them to solve the given problems. It promotes the delivery of information in a learner-centered way and meets the requirement of individual students, especially by targeting those domains in which they are interested. These games are designed in such a way that it simulates problems of the real world, wherein students have to apply their knowledge into practice and simultaneously learn the clinical decision-making skills. In conclusion, gamification and the use of technology should be acknowledged as the new aspects of curriculum delivery and all efforts should be taken to incorporate them as one of the components of medical teaching and assessment in the near future across all medical institutions.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
医学教育中的游戏化:一种提高学生积极参与的方法
技术已经在所有部门找到了根基和应用,在医学教育领域也是如此。此外,随着2019年冠状病毒病大流行的出现,技术在在线教学和评估中的应用大大增加。当前回顾的目的是探索游戏化应用程序的效用,以提高医学生的积极参与。在PubMed搜索引擎中对与该主题相关的所有材料进行了广泛的搜索,根据它们与当前审查目标的适用性,总共选择了五篇文章。搜索中使用的关键词包括游戏化和医学教育。游戏化指的是在非游戏环境中使用游戏元素,目的是吸引用户并促使他们解决给定的问题。它促进了以学习者为中心的信息传递,满足了学生个体的需求,特别是针对他们感兴趣的领域。这些游戏的设计方式是模拟现实世界的问题,学生必须将他们的知识应用到实践中,同时学习临床决策技能。总之,应承认游戏化和技术的使用是课程提供的新方面,并应尽一切努力在不久的将来将其纳入所有医疗机构的医学教学和评估的组成部分之一。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Journal of the Scientific Society
Journal of the Scientific Society MEDICINE, GENERAL & INTERNAL-
自引率
33.30%
发文量
19
审稿时长
36 weeks
期刊最新文献
A Paradigm Shift in Prosthodontics: Analog to Digital Proportion of Urinary Tract Infection in Children between 6 Months to 5 Years of Age Presenting with Fever Renal Manifestation of Mixed Connective Tissue Disease The Study of COVID-19 Infection in Health-Care Workers Post-COVID Vaccination Physical Fitness in Children with Thalassemia Major Measured With 6-min Walk Test
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1