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Literature review gamification in learning

The use of gamification and simulation in medical education is increasing in efforts to accelerate and improve learning outcomes. The purpose of this literature review is to examine game design elements for possible inclusion in an electronic health record EHR simulation game EHRsim. Games are becoming important learning tools in higher education, and numerous organizations use games to teach skills and concepts in medicine, science, and technology. Many in the healthcare professions have questioned the benefits of EHRs and have expressed concern that healthcare professionals who use EHRs without a full understanding of these systems could cause harm to the patient. We explore the literature to determine whether game design elements could be beneficial in creating a learning simulation in which active rather than passive learning about EHRs occurs among teams of practitioners in role-based activities. To find preliminary answers to this question, we conducted a literature review on game design and the benefits that have been realized in other fields from the use of gamification.
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Literature Review: Gamification

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Gamification in Nursing Education: An Integrative Literature Review

Email: Password:. Sign in. This paper will review the literature on gamification and aim to apply principles of analysis for synthesize existing research, identify issues of controversy, uncover areas that future gamification research should investigate. The paper starts with an introductory paragraph which gives an overview of the topic i.
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How to Use Gamification in Your Classroom to Encourage Intrinsic Motivation

Motivation through Gamification. Search this site. Literature Review. Gamification Design.
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Background and objectives: During past years, gamification has become a major trend in technology, and promising results of its effectiveness have been reported. However, prior research has predominantly focused on examining the effects of gamification among young adults, while other demographic groups such as older adults have received less attention. In this review, we synthesize existing scholarly work on the impact of gamification for older adults. Research design and methods: A systematic search was conducted using 4 academic databases from inception through January
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