Please use this identifier to cite or link to this item: https://doi.org/10.1002/ca.23916
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dc.titleBenefits of gamification in medical education
dc.contributor.authorKrishnamurthy, Kandamaran
dc.contributor.authorSelvaraj, Nikil
dc.contributor.authorGupta, Palak
dc.contributor.authorCyriac, Benitta
dc.contributor.authorDhurairaj, Puvin
dc.contributor.authorAbdullah, Adnan
dc.contributor.authorKrishnapillai, Ambigga
dc.contributor.authorLugova, Halyna
dc.contributor.authorHaque, Mainul
dc.contributor.authorXie, Sophie
dc.contributor.authorAng, Eng-Tat
dc.date.accessioned2022-11-21T02:08:06Z
dc.date.available2022-11-21T02:08:06Z
dc.date.issued2022-06-08
dc.identifier.citationKrishnamurthy, Kandamaran, Selvaraj, Nikil, Gupta, Palak, Cyriac, Benitta, Dhurairaj, Puvin, Abdullah, Adnan, Krishnapillai, Ambigga, Lugova, Halyna, Haque, Mainul, Xie, Sophie, Ang, Eng-Tat (2022-06-08). Benefits of gamification in medical education. CLINICAL ANATOMY 35 (6) : 795-807. ScholarBank@NUS Repository. https://doi.org/10.1002/ca.23916
dc.identifier.issn0897-3806
dc.identifier.issn1098-2353
dc.identifier.urihttps://scholarbank.nus.edu.sg/handle/10635/234720
dc.description.abstractMedical education is changing at a fast pace. Students attend medical school with a high degree of technological literacy and a desire for a diverse educational experience. As a result, a growing number of medical schools are incorporating technology-enhanced active learning and multimedia education tools into their curriculum. Gamified training platforms include educational games, mobile medical apps, and virtual patient scenarios. We provide a systematic review of what is meant by gamification in this era. Specific educational games, mobile apps, and virtual simulations that may be used for preclinical and clinical training have been discovered and classified. The available data were presented in terms of the recognized platforms for medical education's possible benefits. Virtual patient simulations have been shown to enhance learning results in general. Gamification could improve learning, engagement, and cooperation by allowing for real-world application. They may also help with promoting risk-free healthcare decision-making, remote learning, learning analytics, and quick feedback. We account for Preclinical training which included 5 electronic games and 4 mobile apps, while clinical training included 5 electronic games, 10 mobile applications, and 12 virtual patient simulation tools. There were additionally nine more gamified virtual environment training products that were not commercially accessible. Many of these studies have shown that utilizing gamified media in medical education may confer advantages. This collection of hyperlinked resources may be utilized by medical students, practitioners, and instructors at all levels.
dc.language.isoen
dc.publisherWILEY
dc.sourceElements
dc.subjectScience & Technology
dc.subjectLife Sciences & Biomedicine
dc.subjectAnatomy & Morphology
dc.subjecteducation
dc.subjectgamification
dc.subjectmedical
dc.subjectstrategies
dc.subjectteaching-learning
dc.subjecttools
dc.subjectALLIED HEALTH-EDUCATION
dc.subjectINTRINSIC MOTIVATION
dc.subjectMOBILE DEVICES
dc.subjectSERIOUS GAMES
dc.subjectSOCIAL MEDIA
dc.subjectCHALLENGES
dc.subjectPERFORMANCE
dc.subjectNARRATIVES
dc.subjectOUTCOMES
dc.subjectLEARN
dc.typeArticle
dc.date.updated2022-11-18T10:46:37Z
dc.contributor.departmentDEPT OF ANATOMY
dc.contributor.departmentDEPT OF BUILDING
dc.description.doi10.1002/ca.23916
dc.description.sourcetitleCLINICAL ANATOMY
dc.description.volume35
dc.description.issue6
dc.description.page795-807
dc.published.statePublished
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