Gamification: Expanding the CE Universe
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Abstract
Games are increasingly integrated into modern education, leveraging three critical aspects of learning theory: curiosity, imagination, and sense of play (Cohen, 2011). Some even predict that online social games will eventually render textbooks obsolete (p.16). Games keep users entertained, engaged, and motivated to continue to make progress toward their goals and learn in the process. According to a Kato (2010), while games have been used as a means to behaviorally engage patients in treatment, theories of gaming and play have only recently been applied to improve the clinical skills of health care professionals.
Gamification shifts from teacher centered to learner centered (Hogan, et al, 2011), with elements such as points, levels, leaderboards, and experiential virtual scenarios in an interactive learning environment that facilitates practical choice making and powerful recall outcomes. Moreover, in contrast to many of the prevalent ‘dry’ approaches to continuing education in the health care professions – it’s fun!
This session will present an interactive exploration of gaming activities and techniques as novel, engaging, and motivating approaches to learning. Participants will be encouraged to consider the ways that gamification may be incorporated into their own work. NetHealth has conducted a pilot study to explore the impact of an online game developed for pediatricians and other child health care professionals on the subject of vaccine protocol. The findings and implications will also be shared and discussed.
References
Cohen, A.M. (2011). The gamification of education. Futurist, 45(5), pp. 16-17.
Hogan, M., Kapralos, B., Cristancho, S., Finney, S., Dubroowski, A. (2011). Bringing community health nursing education to life with serious games. International Journal of Nursing Education Scholarship, 8(1), pp. 1-13.
Kato, P. (2010). Video games in health care: Closing the gap. Review of General Psychology, 14(2), pp. 113-121. doi: 10.1037/a0019441
Gamification shifts from teacher centered to learner centered (Hogan, et al, 2011), with elements such as points, levels, leaderboards, and experiential virtual scenarios in an interactive learning environment that facilitates practical choice making and powerful recall outcomes. Moreover, in contrast to many of the prevalent ‘dry’ approaches to continuing education in the health care professions – it’s fun!
This session will present an interactive exploration of gaming activities and techniques as novel, engaging, and motivating approaches to learning. Participants will be encouraged to consider the ways that gamification may be incorporated into their own work. NetHealth has conducted a pilot study to explore the impact of an online game developed for pediatricians and other child health care professionals on the subject of vaccine protocol. The findings and implications will also be shared and discussed.
References
Cohen, A.M. (2011). The gamification of education. Futurist, 45(5), pp. 16-17.
Hogan, M., Kapralos, B., Cristancho, S., Finney, S., Dubroowski, A. (2011). Bringing community health nursing education to life with serious games. International Journal of Nursing Education Scholarship, 8(1), pp. 1-13.
Kato, P. (2010). Video games in health care: Closing the gap. Review of General Psychology, 14(2), pp. 113-121. doi: 10.1037/a0019441
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