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Gamification in Medical

Education
Dr. Komal Ata
Dr. Asif Naveed
Pre-Test… MCQs
Learning Outcomes
At the end of this workshop participants must be able to
• Describe theory of gamification in education
• Apply gamification in class room setting
• Identify different resources for gamification
• Use online sources to constitute different games (Wallame and
Kahoot)
Ground rules
• Drop the lids of the laptops
• Put cell phone on silent mode
• No cross talk please
• If One need to comment he/she may raise hand
Schedule
Activity Time Duration Facilitator

Introduction and Pretest 04:00 -04:10 10 min Dr. Asif Naveed


How to use Cell fone apps 04:10 -04:30 20 min Dr. Asif Naveed
in class room setting
(Wallame)
Group activity 04:30-04:45 15 min Dr. Asif Naveed
Examples of 04:45-04:55 10 min Dr. Komal Ata
gaminfications (web
based)
Creating a Kahoot Quiz 04:55-05:15 20 min Dr. Komal Ata
Post Test and Summary 05:15-05:30 15 min Dr. Komal Ata
Theory of Gamified learning by Lander

The use of game attributes outside the context of a game with


the purpose of affecting learning-related behaviors or attitudes.

Landers, R.N. (2015). Developing a Theory of Gamified Learning: Linking serious games and gamification of learning Simulation &
Gaming DOI: 10.1177/1046878114563660 [↩]
How gamification theory works
• Behaviors/attitudes can influence learning by one or both processes:
• by strengthening the relationship between instructional design quality
and outcomes
and/or
• by influencing learning directly (a mediating process).
Sources of Gamification
• Apps
• Wallame
• Socrative
• Kahoot
• CS
• Websites
How to use Wallame?
Home
Home Click on eye
Home Click on Plus Mark
Click on Plus Mark Write text of your own/question
/answer about the picture
Write text of your own/question Select Style of Text
/answer about the picture
Image

Clicked on plus mark Select Image After selecting image


Game
• You are 3rd year student, Cardinal signs of inflammation are displayed
in this room on different places
• Divide into 4 groups
• Go and find those signs with the help of wallame and share with the
class
• There is a prize for first position
Gamification with the help of
such kind of applications
Applications of Gamification
• Online games

• Escape Rooms

• Board games
Online resources
Septris
https://med.stanford.edu/septris/game/Septris.html

Prognosis
https://www.medicaljoyworks.com/prognosis-your-diagnosis

Kahoot
ESCAPE ROOMS
A game in which a team of players cooperatively discover
clues, solve puzzles, and accomplish tasks in one or more
rooms in order to progress and accomplish a specific goal
in a limited amount of time.

Used in :

Patient safety

Dermatology

Surgery

Pathology

Nursing
Guckian, J., Sridhar, A., & Meggitt, S. J. (2019). Exploring the perspectives of dermatology undergraduates with an escape room game. Clinical and
Experimental Dermatology, 1–6.
Advantages of Gamification
• Augment learning

• Knowledge retention

• Enjoyable

Ahmed, M., Sherwani, Y., Al-Jibury, O., Najim, M., Rabee, R., & Ashraf, M. (2015).
Gamification in medical education. Medical Education Online, 20(1), 19–21.
https://doi.org/10.3402/meo.v20.29536
ACTIVITY
Log on to kahoot.it
Join the quiz being displayed on the screen
SUMMING UP
Thank You

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