TY - CONF
T1 - Will inducing educational games in virtual learning environments enhance students’ engagement?
AU - Alkhadragy, Rania
AU - Abdullah, Qabirul
N1 - Copyright © 2023 Alkhadragy R and Abdullah Q. This is an open access work distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
PY - 2023/12/4
Y1 - 2023/12/4
N2 - Gamifications refer to the use of a games and game-based action for people involvement, motivation and supporting learning processes(Chaudhary, 2010; Kapp, 2012). Others defined it as introducing some elements of games into nongame settings. (Legaki et al, 2019).It was in 2014 where motivation has been linked to gamification and was redefined as the use of game mechanics and experience design to digitally motivate people to achieve their goals (Gartner,2014). This study was conducted to plan for using games(teaching intervention) in medical education modules delivered online. Students as research partners; their views points will be used as guide for further development of educational games in VLE.
AB - Gamifications refer to the use of a games and game-based action for people involvement, motivation and supporting learning processes(Chaudhary, 2010; Kapp, 2012). Others defined it as introducing some elements of games into nongame settings. (Legaki et al, 2019).It was in 2014 where motivation has been linked to gamification and was redefined as the use of game mechanics and experience design to digitally motivate people to achieve their goals (Gartner,2014). This study was conducted to plan for using games(teaching intervention) in medical education modules delivered online. Students as research partners; their views points will be used as guide for further development of educational games in VLE.
U2 - 10.21955/MEP.1115467.1
DO - 10.21955/MEP.1115467.1
M3 - Poster
T2 - AMEE Conference, 2023
Y2 - 26 August 2023 through 30 August 2023
ER -