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Online educational games improve the learning of cardiac pharmacology in undergraduate pharmacy teaching
16 references·0 citing·42 second hop
Online educational games improve the learning of cardiac pharmacology in undergraduate pharmacy teaching (2018)Online educational games improve the lear…Gamification and Multimedia for Medical Education: A Landscape Review (2016)Gamification and Multimedia f…The Model for Introduction of Gamification into E-learning in Higher Education (2015)The Model for Introduction of…Are Serious Games a Good Strategy for Pharmacy Education? (2015)Are Serious Games a Good Stra…Gamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for en…Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students (2013)Game-Based E-Learning Is More…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience (2011)Educational Card Games to Tea…Transformational Play (2010)Transformational PlayThe “I's” Have It: A Framework for Serious Educational Game Design (2010)The “I's” Have It: A Framewor…The interplay between motivation, self‐efficacy, and approaches to studying (2009)The interplay between motivat…Using Game Format in Small Group Classes for Pharmacotherapeutics Case Studies (2008)Using Game Format in Small Gr…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Information Systems Success: The Quest for the Dependent Variable (1992)What Video Games Have to Teach Us about Learning and Literacy (2004)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Gamification Applications in E-learning: A Literature Review (2021)Gamification of e-learning in higher education: a systematic literature review (2023)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)From game design elements to gamefulness (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The origins of intelligence in children. (1952)Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. 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A Systematic Review on the Development of Students’ Deep and Surface Approaches to Learning in Higher Education (2017)Mathematics anxiety among STEM and social sciences students: the roles of mathematics self-efficacy, and deep and surface approach to learning (2020)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 2006Using thematic analysis in psychology237,789 cited
  • 1990Flow: the psychology of optimal experience12,655 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2012A social gamification framework for a K-6 learning platform953 cited
  • 2010The “I's” Have It: A Framework for Serious Educational Game Design521 cited
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  • 2013Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students200 cited
  • 2015Are Serious Games a Good Strategy for Pharmacy Education?151 cited
  • 2011

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Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience
88 cited
  • 2008Using Game Format in Small Group Classes for Pharmacotherapeutics Case Studies62 cited
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