Evidence map›Paper›PMID 34849256›Full record

ArticleJournal of clinical and translational science2021

Gamification and education: A pragmatic approach with two examples of implementation.

James H Willig, Jennifer Croker, Lisa McCormick, Meena Nabavi, Jeremey Walker, Nancy P Wingo, Cathy C Roche, Carolyn Jones, Katherine E Hartmann, David Redden

Abstract read
In one paragraph

Article in Journal of clinical and translational science, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

10 authors.

James H WilligSchool of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA.
Jennifer CrokerSchool of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA.ORCID https://orcid.org/0000-0002-6292-4132
Lisa McCormickSchool of Public Health, University of Alabama at Birmingham, Birmingham, AL, USA.
Meena NabaviSchool of Public Health, University of Alabama at Birmingham, Birmingham, AL, USA.
Jeremey WalkerSchool of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA.
Nancy P WingoSchool of Nursing, University of Alabama at Birmingham, Birmingham, AL, USA.
Cathy C RocheSchool of Nursing, University of Alabama at Birmingham, Birmingham, AL, USA.
Carolyn JonesCollege of Nursing, The Ohio State University, Columbus, OH, USA.ORCID https://orcid.org/0000-0002-0669-7860
Katherine E HartmannVanderbilt Institute for Clinical Translational Research, Vanderbilt University Medical Center, Nashville, TN, USA.
David ReddenCenter for Clinical and Translational Science, University of Alabama at Birmingham, Birmingham, AL, USA.

Funding

National Dissemination of I-Corps@NCATS: Accelerating Translation through CommercializationUL1TR003096 · NCATS · UNIVERSITY OF ALABAMA AT BIRMINGHAM · PI GUTIERREZ, ORLANDO M, KIMBERLY, ROBERT P. · 2019 to 2023
$43.6M
NCATS NIH HHS UL1 TR003096
6 · The paper itself

Abstract

Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways. Our Clinical and Translational Science Award created the software platform (Kaizen-Education©) to deliver gamified educational content in 2012. Here, we explore two novel use cases of this platform to provide practical insights for leveraging these methods in educational settings: (1) national training in rigor, reproducibility, and transparency and (2) attainment of learner competency (n = 7) as a gauge of curricular effectiveness across Master of Public Health degree tracks (n = 5). Data were captured in real time during player interaction with Kaizen-Education© to provide descriptive analyses of player engagement in both implementation examples. We then assessed item analysis to assess knowledge gain and competency attainment. We have just begun to leverage the potential for gamification to engage learners, enhance knowledge acquisition, and document completion of training, across various learning environments. We encourage a systematic approach to gamification applying insights from self-determination theory to learners and learning environments, a methodical approach to game design and rigorous analysis after implementation to generate evidence-based insights to maximize educational return for time invested.

Indexed as

adult learnerscompliance trainingeducationgamesGamificationpedagogy

Identifiers

PMID34849256
PMCPMC8596077

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.