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Gamified E-learning in medical terminology: the TERMInator tool
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Gamified E-learning in medical terminology: the TERMInator tool (2020)Gamified E-learning in medical terminolog…Using online game-based platforms to improve student performance and engagement in histology teaching (2019)Using online game-based platf…Gamifying anatomy education (2018)Gamifying anatomy educationGamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Gamification in Action: Theor…Student-centered Education and Constructivism: Challenges, Concerns, and Clarity for Teachers (2016)Student-centered Education an…Gamification and Multimedia for Medical Education: A Landscape Review (2016)Gamification and Multimedia f…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study (2021)An Exploratory Digital Board …Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)A Worldwide Journey through Distance Education—From the Post Office to Virtual, Augmented and Mixed Realities, and Education during the COVID-19 Pandemic (2021)Student Perception and the Effectiveness of Kahoot!: A Scoping Review in Histology, Anatomy, and Medical Education (2021)Constructivism: Theory, Perspectives, and Practice (1996)Should There Be a Three-Strikes Rule Against Pure Discovery Learning? (2004)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Attitudes and concerns of undergraduate university health sciences students in Croatia regarding complete switch to e-learning during COVID-19 pandemic: a survey (2020)Project‐Based Learning for Teaching Business Analytics in the Undergraduate Curriculum* (2020)The effectiveness of implementing project-based learning (PjBL) model in STEM education: A literature review (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)From game design elements to gamefulness (2011)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)Game-based learning in medical education (2023)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Gamification of health professions education: a systematic review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)An Achievement Goal Theory Perspective on Issues in Motivation Terminology, Theory, and Research (2000)A systematic review of the effectiveness of flipped classrooms in medical education (2017)A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies (2021)Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda (2023)Teaching Digital Natives: Partnering for Real Learning (2010)Teaching digital natives: Partnering for real learning (2010)Gamification. using game-design elements in non-gaming contexts (2011)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)Gamification of cooperation: A framework, literature review and future research agenda (2022)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Using thematic analysis in psychology (2006)
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References

  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2018Gamified learning in higher education: A systematic review of the literature875 cited
  • 2019Using online game-based platforms to improve student performance and engagement in histology teaching259 cited
  • 2018Gamification in Action: Theoretical and Practical Considerations for Medical Educators254 cited
  • 2016Gamification and Multimedia for Medical Education: A Landscape Review222 cited
  • 2016Student-centered Education and Constructivism: Challenges, Concerns, and Clarity for Teachers191 cited
  • 2018Gamifying anatomy education82 cited

Cited by

  • 2021An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study32 cited

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