دورية أكاديمية

Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course.

التفاصيل البيبلوغرافية
العنوان: Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course.
المؤلفون: Barber CS; School of Business, Department of Computer Management Information Systems., Stavroulaki K; School of Pharmacy, Department of Pharmaceutical Sciences., Santanello CD; School of Business, Department of Computer Management Information Systems.
المصدر: Innovations in pharmacy [Innov Pharm] 2020 Nov 18; Vol. 11 (4). Date of Electronic Publication: 2020 Nov 18 (Print Publication: 2020).
نوع المنشور: Journal Article
اللغة: English
بيانات الدورية: Publisher: University of Minnesota, Dept. of Pharmaceutical Care & Health Systems Country of Publication: United States NLM ID: 101574764 Publication Model: eCollection Cited Medium: Internet ISSN: 2155-0417 (Electronic) Linking ISSN: 21550417 NLM ISO Abbreviation: Innov Pharm Subsets: PubMed not MEDLINE
أسماء مطبوعة: Original Publication: Minneapolis, MN : University of Minnesota, Dept. of Pharmaceutical Care & Health Systems
مستخلص: 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.
Competing Interests: Conflicts of interest: None
(© Individual authors.)
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فهرسة مساهمة: Keywords: Classcraft®; Immunology; gamification; gaming; student engagement
تواريخ الأحداث: Date Created: 20210519 Latest Revision: 20220423
رمز التحديث: 20231215
مُعرف محوري في PubMed: PMC8127124
DOI: 10.24926/iip.v11i4.3328
PMID: 34007662
قاعدة البيانات: MEDLINE
الوصف
تدمد:2155-0417
DOI:10.24926/iip.v11i4.3328