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Making Learning Fun: Gaming in Radiology Education
16 references·3 citing·43 second hop
Making Learning Fun: Gaming in Radiology Education (2019)Making Learning Fun: Gaming in Radiology …A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)A systematic review of seriou…Gamification in Education (2017)Gamification in EducationDrivers and Barriers to Adopting Gamification: Teachers’ Perspectives (2017)Drivers and Barriers to Adopt…Gamification and Multimedia for Medical Education: A Landscape Review (2016)Gamification and Multimedia f…Flipping Radiology Education Right Side Up (2016)Flipping Radiology Education …The Impact of Gamification - Recommending Education Scenarios (2013)The Impact of Gamification - …What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…A Reconsideration of Cognitive Load Theory (2007)A Reconsideration of Cognitiv…Developing serious games (2006)Developing serious gamesThe influence of an audience response system on knowledge retention: An application to resident education (2005)The influence of an audience …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Experiences of using an interactive audience response system in lectures (2003)Experiences of using an inter…Peer Instruction: Results from a Range of Classrooms (2002)Peer Instruction: Results fro…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Interaction between Learning and Development (1980)Interaction between Learning …Gamification in education: A citation network analysis using CitNetExplorer (2023)Gamification in education: A …Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students (2023)Development of Aqidah Akhlak …A team-based competition for undergraduate medical students to learn radiology within the virtual world Second Life (2021)A team-based competition for …A social gamification framework for a K-6 learning platform (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance (2014)Serious Games and Gamification in the Corporate Training Environment: a Literature Review (2019)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(2011)Development and Validation of Two Instruments Measuring Intrinsic, Extraneous, and Germane Cognitive Load (2017)Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2021)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)A systematic literature review of empirical evidence on computer games and serious games (2012)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Game-based learning in medical education (2023)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment (2010)A Comprehensive Review of Serious Games in Health Professions (2014)A Review of Gamification for Health-Related Contexts (2014)Education at a Glance 2013 (2013)Measuring Student Engagement in the Online Course: The Online Student Engagement Scale (OSE) (2015)The Constant Comparative Analysis Method Outside of Grounded Theory (2015)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)Parental Mediation Theory for the Digital Age (2011)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)The New Literacies of Online Research and Comprehension: Rethinking the Reading Achievement Gap (2014)
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References

  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1980Interaction between Learning and Development2,150 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2007A Reconsideration of Cognitive Load Theory755 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2002Peer Instruction: Results from a Range of Classrooms426 cited
  • 2018A systematic review of serious games in medical education: quality of evidence and pedagogical strategy410 cited
  • 2017Gamification in Education286 cited
  • 2006Developing serious games258 cited
  • 2016Gamification and Multimedia for Medical Education: A Landscape Review222 cited
  • 2016Flipping Radiology Education Right Side Up141 cited
  • 2003Experiences of using an interactive audience response system in lectures120 cited
  • 2017Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives114 cited
  • 2005The influence of an audience response system on knowledge retention: An application to resident education114 cited

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2013
The Impact of Gamification - Recommending Education Scenarios
112 cited

Cited by

  • 2021A team-based competition for undergraduate medical students to learn radiology within the virtual world Second Life47 cited
  • 2023Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students38 cited
  • 2023Gamification in education: A citation network analysis using CitNetExplorer38 cited