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Much ado about gaming: An educator's guide to serious games and gamification in medical education
16 references·0 citing·42 second hop
Much ado about gaming: An educator's guide to serious games and gamification in medical education (2022)Much ado about gaming: An educator's guid…Gamification of health professions education: a systematic review (2020)Gamification of health profes…Twelve tips for incorporating gamification into medical education (2019)Twelve tips for incorporating…Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Gamification in Action: Theor…Motivation to learn: an overview of contemporary theories (2016)Motivation to learn: an overv…Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning (2016)Learning Mechanics and Game M…A Brief History of Serious Games (2016)A Brief History of Serious Ga…Septris (2014)SeptrisGamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for en…Experiential Learning Theory: Previous Research and New Directions (2014)Experiential Learning Theory:…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…An Empirical Test of the Theory of Gamified Learning (2014)An Empirical Test of the Theo…Toward a Taxonomy Linking Game Attributes to Learning (2012)Toward a Taxonomy Linking Gam…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Experienced teacher learning within the context of reciprocal peer coaching (2007)Experienced teacher learning …The role of deliberate practice in the acquisition of expert performance. (1993)The role of deliberate practi…Situated Learning (1991)Situated LearningFlow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)The impact of gamification in educational settings on student learning outcomes: a meta-analysis (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)The Elusive Cultural Chameleon: Cultural Intelligence as a New Approach to Intercultural Training for the Global Manager (2004)Students' questions: a potential resource for teaching and learning science (2008)The Learning Way (2008)Effectiveness of L2 Instruction: A Research Synthesis and Quantitative Meta‐analysis (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification in Science Education. A Systematic Review of the Literature (2021)Generational Influences in Academic Emergency Medicine: Teaching and Learning, Mentoring, and Technology (Part I) (2011)The Challenges and Opportunities of Teaching “Generation Y” (2011)A User-Centered Theoretical Framework for Meaningful Gamification (2012)Benefits of gamification in medical education (2022)Game-based learning in medical education (2023)Conditions of Learning (1965)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Long-term working memory. (1995)EXPERT AND EXCEPTIONAL PERFORMANCE: Evidence of Maximal Adaptation to Task Constraints (1996)Child Development and Emergent Literacy (1998)A theory of goal setting & task performance (1990)Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Self-Efficacy: The Exercise of Control (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A review of the motivation theories in learning (2017)Medical students’ motivation and academic performance: the mediating roles of self-efficacy and learning engagement (2020)A Theory of Social Comparison Processes (1954)Rayyan—a web and mobile app for systematic reviews (2016)Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)Gamification of e-learning in higher education: a systematic literature review (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What video games have to teach us about learning and literacy (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
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References

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  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
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  • 2016Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning114 cited
  • 2014Septris79 cited

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  • 2019Twelve tips for incorporating gamification into medical education65 cited
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