Re-Imagining Health and Medicine Education

Author:

Lottering Nicolene1,Lim Iris1ORCID,Gough Suzanne1ORCID

Affiliation:

1. Bond University, Australia

Abstract

Gamification is an active-learning approach commonly used in education to promote learner engagement. This chapter provides an overview of how gamified approaches can be applied to enable university students comprising of Generation Z and Y learners, to access authentic learning resources to self-regulate their learning in preparation for assessment. Methods and flexible strategies that can be incorporated into undergraduate and postgraduate education programs worldwide are provided. Three case studies illustrate the use of technology-enhanced weekly quizzes to optimise student engagement, knowledge retention, and academic performance. Key educational theories and practices that underpinned the case studies include social constructivism, disuse theory, and complexity theory alongside the use of scaffolding, chunking, flipped classroom, deliberate practice, and periodic revisitation. The chapter concludes with 12 pearls of wisdom to optimize leaner engagement using a gamified approach to enhance the students' ability to self-regulate their learning and achieve their learning goals.

Publisher

IGI Global

Reference62 articles.

1. Edutainment as a Modern Technology of Education

2. Gamification: A key determinant of massive open online course (MOOC) success

3. Australian Health Practitioner Regulation Agency (AHPRA). (2020). National principles for clinical education during COVID-19.https://www.ahpra.gov.au/News/COVID-19/National-principles-for-clinical-education-during-COVID-19.aspx

4. The influence of self‐efficacy beliefs and prior learning on performance

5. A new theory of disuse and an old theory of stimulus fluctuation;R. A.Bjork;From Learning Processes to Cognitive Processes: Essays in Honor of William K. Estes,1992

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