Real-Time Reflection by Gamification as Teaching-Learning-Assessment Tool In Competency-Based Medical Education
Background: In order to improve student's learning skill, digital instructional approaches such as gamification are used in routine practice. We aimed to obtain systematic experience on the feasibility of Kahoot app, when utilized in addition to traditional classroom education for students as T...
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Format: | Book |
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Mashhad University of Medical Sciences,
2022-09-01T00:00:00Z.
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A1234.567 |
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