Background: Gamification is the process of adding game elements into classroom activities to encourage student participation and motivation. Classcraft is a gamified learning system designed to integrate easily with normal classroom activities and to enhance collaboration and teamwork.
Educational Activity And Setting: This study explored the use of the Classcraft system in an Immunology and Immunization Training course, specifically examining students' motivation to use the system and potential impacts on their motivation.
Findings: Results showed that value and enjoyment motivated students to use Classcraft. Furthermore,the ease of use of the system positively impacted students' enjoyment of the system. Students' choice regarding how much they were required to engage with the system positively impacted the value and enjoyment that they experienced with the system.
Summary: Students' demonstrated motivation to use Classcraft provides a foundation for further research into the use of gamified learning systems within pharmacy classrooms. Research is needed to understand if use of a gamified learning system positively impacts learning outcomes.
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http://dx.doi.org/10.24926/iip.v11i4.3328 | DOI Listing |
MedEdPORTAL
January 2025
Associate Professor, Internal Medicine, Oregon Health & Science University School of Medicine; Portland Veterans Administration Hospital.
Introduction: High-value cost-conscious care (HVCCC) education has been shown to reduce wasteful health care spending. Incorporating HVCCC into a medical school curriculum can be challenging due to limited curricular time. We explored the feasibility of medical students creating HVCCC peer education within existing platforms at a single urban academic medical school.
View Article and Find Full Text PDFMethodsX
June 2025
School of Computer Science and Engineering, Vellore Institute of Technology, Vandalur - Kelambakkam Road, Chennai, 600 127 Tamil Nadu, India.
This study introduces a framework that integrates AI-driven Game-Based Language Teaching (GBLT) with advanced neuroscience to transform language education for visually impaired learners. Built on the principles of neuroplasticity and epigenetics, the approach leverages educational psychology with the help of adaptive AI to deliver personalized, gamified learning experiences that reshape neural pathways, improve memory retention, and strengthen emotional resilience. By fostering low-stress, immersive environments, it triggers positive epigenetic changes, enhancing long-term cognitive flexibility.
View Article and Find Full Text PDFJ Undergrad Neurosci Educ
December 2024
Burnett School of Biomedical Sciences, University of Central Florida, Orlando, FL 32816.
As a subset of active learning, gamification involves the application of gaming principles as a means of improving student outcomes in the classroom. Recent work has shown that such active learning strategies may be particularly effective at reducing the rate of failure in STEM courses. In this retrospective case study, I examined the effects on student exam performance, rate of failure, and perception of instruction following a semester-long course improvement project that involved implementing a novel tabletop style roleplaying game () during lab sessions in an undergraduate neuroanatomy course.
View Article and Find Full Text PDFJ Pediatr Adolesc Gynecol
January 2025
Clinical Research Development Unit of Shahid Yahyanezhad Hospital, Babol University of Medical Sciences, Babol, I.R. Iran. Electronic address:
Background: Adolescence is a crucial phase in a person's life. The purpose of this study was to evaluate the efficacy of gamification in the education of teenage females on pubertal health.
Methods: This clinical trial, conducted on 90 adolescent girls in XXX, XXX, during the 2023-2024 year, used a multistage cluster sampling method to assign participants randomly to intervention and control groups.
Acta Psychol (Amst)
February 2025
Fondazione Bruno Kessler, Via Sommarive, 18, 38123 Trento, Italy. Electronic address:
The increasing need to address climate change has intensified efforts to promote green transportation options, such as cycling and public transit. Over the past few decades, gamification-the integration of game-like elements into non-game contexts to motivate and engage people in adopting new behaviors-has emerged as a strategy to encourage the use of sustainable transportation. This literature review examines how gamification has been used to drive the adoption of green transportation.
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