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Book Chapter: Gamification in Anatomy Education
Title | Gamification in Anatomy Education |
---|---|
Authors | |
Keywords | Student engagement Narrative Pedagogy Cooperative learning Iterative design |
Issue Date | 2020 |
Publisher | Springer |
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? |
Abstract | Gamification 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. |
Description | Chapter 8 |
Persistent Identifier | http://hdl.handle.net/10722/271923 |
ISBN |
DC Field | Value | Language |
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dc.contributor.author | See, CYH | - |
dc.date.accessioned | 2019-07-20T10:32:11Z | - |
dc.date.available | 2019-07-20T10:32:11Z | - |
dc.date.issued | 2020 | - |
dc.identifier.citation | Gamification in Anatomy Education. In Chan, LK & Pawlina, W (Eds.), Teaching Anatomy: A Practical Guide (2nd ed.), p. 63-71. Cham: Springer, 2020 | - |
dc.identifier.isbn | 9783030432829 | - |
dc.identifier.uri | http://hdl.handle.net/10722/271923 | - |
dc.description | Chapter 8 | - |
dc.description.abstract | Gamification 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.language | eng | - |
dc.publisher | Springer | - |
dc.relation.ispartof | Teaching Anatomy: A Practical Guide (2nd ed.) | - |
dc.subject | Student engagement | - |
dc.subject | Narrative | - |
dc.subject | Pedagogy | - |
dc.subject | Cooperative learning | - |
dc.subject | Iterative design | - |
dc.title | Gamification in Anatomy Education | - |
dc.type | Book_Chapter | - |
dc.identifier.email | See, CYH: drsee2@hku.hk | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1007/978-3-030-43283-6_8 | - |
dc.identifier.hkuros | 298619 | - |
dc.identifier.spage | 63 | - |
dc.identifier.epage | 71 | - |
dc.publisher.place | Cham | - |