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Erschienen in: Education and Information Technologies 2/2021

02.10.2020

Playfulness in the classroom: Gamification favor the learning of pharmacology

verfasst von: Francislaine Aparecida dos Reis Lívero, Gustavo Ratti da Silva, Eduarda Carolina Amaral, Amanda Nascimento Vasques de Souza, Irineia Paulina Baretta, Maria Elena Martins Diegues, Edson Arpini, Evellyn Claudia Wietzikoski Lovato

Erschienen in: Education and Information Technologies | Ausgabe 2/2021

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Abstract

In recent years, growing interest has been seen in the application of gamification in education, which can be defined as the application of game design elements in learning activities. The goal of gamification is to motivate students by creating an engaging learning experience that can keep them focused on learning tasks in the classroom. However, gamification is a major challenge for education, particularly in higher education institutions. The present work presents 11 gamification activities for teaching pharmacology in a medical course. The moment at which the activity fits best in the class, the ways in which the activity can be applied, and the advantages and difficulties that are associated with each game in the classroom are presented. We report student evaluations of the gamification learning activities. The use of these games fosters learning, increases academic engagement, and makes classes more enjoyable.

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Metadaten
Titel
Playfulness in the classroom: Gamification favor the learning of pharmacology
verfasst von
Francislaine Aparecida dos Reis Lívero
Gustavo Ratti da Silva
Eduarda Carolina Amaral
Amanda Nascimento Vasques de Souza
Irineia Paulina Baretta
Maria Elena Martins Diegues
Edson Arpini
Evellyn Claudia Wietzikoski Lovato
Publikationsdatum
02.10.2020
Verlag
Springer US
Erschienen in
Education and Information Technologies / Ausgabe 2/2021
Print ISSN: 1360-2357
Elektronische ISSN: 1573-7608
DOI
https://doi.org/10.1007/s10639-020-10350-w

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