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Gamification as a tool for enhancing graduate medical education
4 references·16 citing·47 second hop
Gamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for enhancing grad…A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…The Challenges and Opportunities of Teaching “Generation Y” (2011)The Challenges and Opportunit…Generational Influences in Academic Emergency Medicine: Teaching and Learning, Mentoring, and Technology (Part I) (2011)Generational Influences in Ac…Gen Y learners: just how concerned should we be? (2011)Gen Y learners: just how conc…Thinking more wisely: using the Socratic method to develop critical thinking skills amongst healthcare students (2023)Thinking more wisely: using t…Game-based learning in medical education (2023)Game-based learning in medica…Benefits of gamification in medical education (2022)Benefits of gamification in m…Twelve tips to enhance student engagement in synchronous online teaching and learning (2021)Twelve tips to enhance studen…A systematic evaluation of game elements effects on students’ motivation (2021)A systematic evaluation of ga…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education (2020)Gamification in Physical Educ…Efficacy of Serious Games in Healthcare Professions Education (2020)Efficacy of Serious Games in …Innovative strategies: Increased engagement and synthesis in online advanced practice nursing education (2019)Innovative strategies: Increa…Game‐Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life (2019)Game‐Based Learning in Virtua…Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Gamification in Action: Theor…Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol (2018)Effectiveness of serious game…Does educational gamification improve students’ motivation? If so, which game elements work best? (2018)Does educational gamification…What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions (2016)What's the Point?: A Review o…Gamification Solutions to Enhance Software User Engagement—A Systematic Review (2016)Gamification Solutions to Enh…An Introduction to Gamification: Adding Game Elements for Engagement (2015)An Introduction to Gamificati…Comparing Millennial and Generation X Medical Students at One Medical School (2006)Generation Y’s positive and negative eWOM: use of social media and mobile technology (2017)To the point: medical education, technology, and the millennial learner (2017)The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)Main gamification concepts: A systematic mapping study (2019)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica (2018)Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities (2018)Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements (2020)Handbook of Self-Determination Research (2004)From game design elements to gamefulness (2011)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)A Systematic Review of Gamification Research (2018)Adaptive gamification in E‐learning: A literature review and future challenges (2021)Social robots and gamification for technology supported learning: An empirical study on engagement and motivation (2021)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Self-determination theory: A macrotheory of human motivation, development, and health. (2008)Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education (2018)Challenges and Opportunities of Preclinical Medical Education: COVID-19 Crisis and Beyond (2020)Motivational processes affecting learning. (1986)Handbook of socialization theory and research (2007)Towards a motivational design? Connecting gamification user types and online learning activities (2020)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)State of Research on Gamification in Education: A Bibliometric Survey (2021)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Motivation and Continuance Intention towards Online Instruction among Teachers during the COVID-19 Pandemic: The Mediating Effect of Burnout and Technostress (2020)Gamification in Physical Education: A Systematic Review (2022)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies (2023)Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning (2024)A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)
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References

  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2011The Challenges and Opportunities of Teaching “Generation Y”236 cited
  • 2011Generational Influences in Academic Emergency Medicine: Teaching and Learning, Mentoring, and Technology (Part I)77 cited
  • 2011Gen Y learners: just how concerned should we be?15 cited

Cited by

  • 2018Gamification in Action: Theoretical and Practical Considerations for Medical Educators254 cited
  • 2023Game-based learning in medical education241 cited
  • 2022Benefits of gamification in medical education240 cited
  • 2018Does educational gamification improve students’ motivation? If so, which game elements work best?199 cited
  • 2015An Introduction to Gamification: Adding Game Elements for Engagement186 cited
  • 2020Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education179 cited
  • 2016Gamification Solutions to Enhance Software User Engagement—A Systematic Review175 cited
  • 2016What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions156 cited
  • 2023Thinking more wisely: using the Socratic method to develop critical thinking skills amongst healthcare students129 cited
  • 2018Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol

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103 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2021A systematic evaluation of game elements effects on students’ motivation98 cited
  • 2019Game‐Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life94 cited
  • 2021Twelve tips to enhance student engagement in synchronous online teaching and learning87 cited
  • 2020Efficacy of Serious Games in Healthcare Professions Education86 cited
  • 2019Innovative strategies: Increased engagement and synthesis in online advanced practice nursing education84 cited