Making a serious game (gamification) for generation Z medical students to learn, teach, and assess medical Physiology

被引:1
作者
Sundareswaran, L. [1 ]
Krishnan, S. [1 ]
Sinha, Abhishek [1 ]
Naveen, P. [1 ]
Mahanta, Anindita [1 ]
Bhattacharjee, Manasi [1 ]
机构
[1] AIIMS, Dept Physiol, Gauhati, Assam, India
关键词
Game based learning; generation Z; medical education; serious games; simulation based learning; EDUCATION;
D O I
10.4103/jehp.jehp_1177_23
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The concept of serious games and gamification in medical education is gaining attention due to its nature of curiosity and to engage the student's attention by simultaneous cultivation of their higher-level thinking without the experience of boredom. Significant differences were reported among the present medical students, generations Y and Z compared to earlier generations. The advancements in serious games for medical education fit well with millennial medical students' learning styles. Till date, there are no scientific research studies available in literature majorly using solo playing gaming experience for medical Physiology teaching, learning, and assessment in medical schools. In this unsystematic (narrative) review, the development and process in gamification for medical Physiology teaching and assessment has been analyzed. Inclusion criteria: list of articles from PubMed, Medline, and Cochrane by means of manual search with the key words include; gamification on Physiology teaching, learning; serious games created/developed for medical Physiology. Exclusion criteria include the articles not involving medical Physiology teaching, gaming app application, card board games, and quiz games. This review explores the difficulties and practical challenges encountered by a medical educator/doctor professional toward the development of solo playing gamified platform. Also further necessitates the user-friendly interface or apps that involve drop and drag options for serious solo playing games development for medical education. Additionally, insists the addition of gamification elements and artificial intelligence tools application as one of the components of curriculum as electives in medical schools for undergraduate and post graduate level. These will pave the way for medical educators to familiarize the gamification designing tools for various serious solo playing games for medical subjects' teaching, learning, and assessment.
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页数:9
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