Professional Documents
Culture Documents
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
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
• 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