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Gamification and education: A pragmatic approach with two examples of implementation

Published online by Cambridge University Press:  28 June 2021

James H. Willig*
Affiliation:
School of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA Center for Clinical and Translational Science, University of Alabama at Birmingham, Birmingham, AL, USA
Jennifer Croker
Affiliation:
School of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA Center for Clinical and Translational Science, University of Alabama at Birmingham, Birmingham, AL, USA
Lisa McCormick
Affiliation:
School of Public Health, University of Alabama at Birmingham, Birmingham, AL, USA
Meena Nabavi
Affiliation:
School of Public Health, University of Alabama at Birmingham, Birmingham, AL, USA
Jeremey Walker
Affiliation:
School of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA
Nancy P. Wingo
Affiliation:
School of Nursing, University of Alabama at Birmingham, Birmingham, AL, USA
Cathy C. Roche
Affiliation:
School of Nursing, University of Alabama at Birmingham, Birmingham, AL, USA
Carolyn Jones
Affiliation:
College of Nursing, The Ohio State University, Columbus, OH, USA
Katherine E. Hartmann
Affiliation:
Vanderbilt Institute for Clinical Translational Research, Vanderbilt University Medical Center, Nashville, TN, USA
David Redden
Affiliation:
Center for Clinical and Translational Science, University of Alabama at Birmingham, Birmingham, AL, USA School of Public Health, University of Alabama at Birmingham, Birmingham, AL, USA
*
Address for correspondence: J. H. Willig, MD, MSPH, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA. Phone: +1 (205) 996-5753. Email: jwillig@uabmc.edu
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Abstract

Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways. Our Clinical and Translational Science Award created the software platform (Kaizen-Education©) to deliver gamified educational content in 2012. Here, we explore two novel use cases of this platform to provide practical insights for leveraging these methods in educational settings: (1) national training in rigor, reproducibility, and transparency and (2) attainment of learner competency (n = 7) as a gauge of curricular effectiveness across Master of Public Health degree tracks (n = 5). Data were captured in real time during player interaction with Kaizen-Education© to provide descriptive analyses of player engagement in both implementation examples. We then assessed item analysis to assess knowledge gain and competency attainment. We have just begun to leverage the potential for gamification to engage learners, enhance knowledge acquisition, and document completion of training, across various learning environments. We encourage a systematic approach to gamification applying insights from self-determination theory to learners and learning environments, a methodical approach to game design and rigorous analysis after implementation to generate evidence-based insights to maximize educational return for time invested.

Information

Type
Special Communications
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
© The Author(s), 2021. Published by Cambridge University Press on behalf of The Association for Clinical and Translational Science
Figure 0

Table 1. Game Manager Checklist for Creating & Managing a Gamified Question Bank Curricula (within Kaizen-Education) and Applying the Learning-Mechanic/Game Mechanic Model

Figure 1

Table 2. Seven School of Public Health competencies tested during via gamification during the MPH capstone course Fall 2016 to the Spring 2018 semesters

Figure 2

Fig. 1. Geographic distribution of participants in Kaizen-R2T (Rigor, Reproducibility & Transparency) game 2017–2020.

Figure 3

Table 3 Descriptive Characteristics of 21 Rigor, Reproducibility, and Transparency games administered on Kaizen-Education Software January 2017 through November 2020. Eleven (11) games were conducted from January 2017 to October 2019 using an initial set of questions. Another 10 games were conducted from February 2020 until November 2020 using a revised set of questions