Willig James H, Croker Jennifer, McCormick Lisa, Nabavi Meena, Walker Jeremey, Wingo Nancy P, Roche Cathy C, Jones Carolyn, Hartmann Katherine E, Redden David
School of Medicine, University of Alabama at Birmingham, Birmingham, AL, USA.
Center for Clinical and Translational Science, University of Alabama at Birmingham, Birmingham, AL, USA.
J Clin Transl Sci. 2021 Jun 28;5(1):e181. doi: 10.1017/cts.2021.806. eCollection 2021.
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.
利用游戏设计元素和人类动机理论,游戏化提供了各种以新颖方式吸引学习者的技术。我们的临床与转化科学奖于2012年创建了软件平台(Kaizen-Education©),以提供游戏化的教育内容。在此,我们探讨该平台的两个新颖用例,为在教育环境中利用这些方法提供实用见解:(1)关于严谨性、可重复性和透明度的全国培训,以及(2)将学习者能力(n = 7)作为衡量公共卫生硕士学位课程(n = 5)整体课程有效性的指标。在玩家与Kaizen-Education©互动期间实时捕获数据,以对两个实施示例中的玩家参与度进行描述性分析。然后,我们进行项目分析以评估知识获取和能力达成情况。我们刚刚开始利用游戏化的潜力,在各种学习环境中吸引学习者、增强知识获取并记录培训完成情况。我们鼓励采用系统的游戏化方法,将自我决定理论的见解应用于学习者和学习环境,采用有条理的游戏设计方法,并在实施后进行严格分析,以产生基于证据的见解,从而使投入的时间获得最大的教育回报。