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Book Chapter: Gamification in Anatomy Education

TitleGamification in Anatomy Education
Authors
KeywordsStudent engagement
Narrative
Pedagogy
Cooperative learning
Iterative design
Issue Date2020
PublisherSpringer
Citation
Gamification in Anatomy Education. In Chan, LK & Pawlina, W (Eds.), Teaching Anatomy: A Practical Guide (2nd ed.), p. 63-71. Cham: Springer, 2020 How to Cite?
AbstractGamification of anatomy education has the potential to enhance learning and involves the inclusion of a reward structure, narrative, sense of progression and competition or cooperation in their learning. Gamification of anatomy has been used in both digital forms such as web-based simulations, virtual reality and augmented reality, as well as non-digital forms including board games, card games and gameshow formats. The creation of an educational anatomy game is an iterative process which should involve students from an early stage. Evaluation and pilot testing should inform game design. Inspiration for ideas for gamification can come from the leisure activities common to students or educators. Creating a narrative can be a powerful way of linking the learning tasks which constitute a game together. In other aspects, gamified learning is similar to other forms of learning, and attention should be paid to learning outcomes and pedagogy. Gamification can produce engaging and stimulating tools for learners of anatomy.
DescriptionChapter 8
Persistent Identifierhttp://hdl.handle.net/10722/271923
ISBN

 

DC FieldValueLanguage
dc.contributor.authorSee, CYH-
dc.date.accessioned2019-07-20T10:32:11Z-
dc.date.available2019-07-20T10:32:11Z-
dc.date.issued2020-
dc.identifier.citationGamification in Anatomy Education. In Chan, LK & Pawlina, W (Eds.), Teaching Anatomy: A Practical Guide (2nd ed.), p. 63-71. Cham: Springer, 2020-
dc.identifier.isbn9783030432829-
dc.identifier.urihttp://hdl.handle.net/10722/271923-
dc.descriptionChapter 8-
dc.description.abstractGamification of anatomy education has the potential to enhance learning and involves the inclusion of a reward structure, narrative, sense of progression and competition or cooperation in their learning. Gamification of anatomy has been used in both digital forms such as web-based simulations, virtual reality and augmented reality, as well as non-digital forms including board games, card games and gameshow formats. The creation of an educational anatomy game is an iterative process which should involve students from an early stage. Evaluation and pilot testing should inform game design. Inspiration for ideas for gamification can come from the leisure activities common to students or educators. Creating a narrative can be a powerful way of linking the learning tasks which constitute a game together. In other aspects, gamified learning is similar to other forms of learning, and attention should be paid to learning outcomes and pedagogy. Gamification can produce engaging and stimulating tools for learners of anatomy.-
dc.languageeng-
dc.publisherSpringer-
dc.relation.ispartofTeaching Anatomy: A Practical Guide (2nd ed.)-
dc.subjectStudent engagement-
dc.subjectNarrative-
dc.subjectPedagogy-
dc.subjectCooperative learning-
dc.subjectIterative design-
dc.titleGamification in Anatomy Education-
dc.typeBook_Chapter-
dc.identifier.emailSee, CYH: drsee2@hku.hk-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1007/978-3-030-43283-6_8-
dc.identifier.hkuros298619-
dc.identifier.spage63-
dc.identifier.epage71-
dc.publisher.placeCham-

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