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Gamification and Language Learning to Enhance Cognition in Older Adults: A Systematic Literature Review.

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November 2024

Ageing Research Institute for Society and Education (ARISE), Nanyang Technological University, Singapore, Singapore.

In this systematic review, we explored the literature on both online gamification and language learning in older adults aged 50 and older. Studies describing either digital gamified cognitive training or language learning interventions and include objective outcomes relating to the cognition of the participants were highlighted as suitable to be included as part of the review. In accordance with the established studies, we analyzed the aim and outcomes of the two separate types of interventions, the study design used, the modalities utilized for the respective interventions, as well as the cognitive outcomes obtained.

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Dental practice management is usually a mandatory course for both undergraduate and postgraduate programs. However, learners and educators may encounter challenges in gaining experiences in real-life dental practice. The concept of a gamified virtual tour could have potential to improve dental practice management skills.

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Perspectives of Australian healthcare professionals towards gamification in practice.

Nutr Diet

November 2024

School of Medical, Indigenous and Health Sciences, Faculty of Science, Medicine and Health, University of Wollongong, Wollongong, New South Wales, Australia.

Article Synopsis
  • The study explored Australian healthcare professionals' views on gamification as a tool for motivating behavior change in patients.
  • Interviews revealed that most participants were unfamiliar with the term "gamification" but recognized its applications when explained; they generally had positive reactions towards it.
  • Key themes included varied familiarity with the concept, the importance of context in implementation, and barriers like costs and privacy concerns; the study highlights the need for better education on gamification in healthcare training.
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As the public pursues sustainable consumption patterns, pro-environmental mobile applications are being developed to promote green lifestyles. Ant Forest has attracted a large number of users to participate due to its gamified interactive design. The objectives of this study are to understand the process by which visual appeal and user interactivity in pro-environmental mobile applications influence the user's sustainable consumption intention and to analyse the moderating effect of the user's positive emotion on this process.

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Background: Digital, or eHealth, interventions are highly promising approaches to help adolescents improve their health behaviours and reduce their risk of chronic disease. However, they often have low uptake and retention. There is also a paucity of high-quality research into the predictors of eHealth engagement, and a lack of studies that have systematically evaluated existing engagement strategies in adolescent populations.

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