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Autor/inn/en | Aynsley, Sarah A.; Nathawat, Kusum; Crawford, Russell M. |
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Titel | Evaluating Student Perceptions of Using a Game-Based Approach to Aid Learning: Braincept |
Quelle | In: Higher Education Pedagogies, 3 (2018) 1, S.478-489 (12 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Crawford, Russell M.) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2375-2696 |
DOI | 10.1080/23752696.2018.1435296 |
Schlagwörter | Educational Games; Student Attitudes; Medical Students; Pharmacology; Role Playing; Educational Benefits; Medical Education; Foreign Countries; Achievement Gains; United Kingdom |
Abstract | Gamification in higher education has steadily been gaining traction as a useful addition to the diversity of learning resources available to both teachers and students. We have invented a card-based, role-playing team game called 'Braincept' to help aid pharmacology learning for medical students. The aims of the current study are to determine whether the students who played the game perceived any benefit to their pharmacology learning and to gauge any learning gain as a result of playing the game. Here, we present questionnaire data and thematic analysis collected from students who played Braincept along with our data on learning gain associated with play. Our data show that this style of gamified learning has a positive effect on student confidence in handling pharmacological knowledge and that there was measurable learning gain after playing the game. (As Provided). |
Anmerkungen | Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |