Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course
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...
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University of Minnesota Libraries Publishing,
2020-11-01T00:00:00Z.
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LEADER | 00000 am a22000003u 4500 | ||
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001 | doaj_e88a9ab815924b3e8cb32813b6dfdf26 | ||
042 | |a dc | ||
100 | 1 | 0 | |a Connie Barber |e author |
700 | 1 | 0 | |a Konstantina Stavroulaki |e author |
700 | 1 | 0 | |a Catherine Santanello |e author |
245 | 0 | 0 | |a Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course |
260 | |b University of Minnesota Libraries Publishing, |c 2020-11-01T00:00:00Z. | ||
500 | |a 10.24926/iip.v11i4.3328 | ||
500 | |a 2155-0417 | ||
520 | |a 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. | ||
546 | |a EN | ||
690 | |a gamification, gaming, Immunology, student engagement, Classcraft® | ||
690 | |a Pharmacy and materia medica | ||
690 | |a RS1-441 | ||
655 | 7 | |a article |2 local | |
786 | 0 | |n INNOVATIONS in Pharmacy, Vol 11, Iss 4 (2020) | |
787 | 0 | |n https://pubs.lib.umn.edu/index.php/innovations/article/view/3328 | |
787 | 0 | |n https://doaj.org/toc/2155-0417 | |
856 | 4 | 1 | |u https://doaj.org/article/e88a9ab815924b3e8cb32813b6dfdf26 |z Connect to this object online. |