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Playfulness in the classroom: Gamification favor the learning of pharmacology

机译:课堂上的乐趣:赌博有利于药理学的学习

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摘要

In recent years, growing interest has been seen in the application of gamification in education, which can be defined as the application of game design elements in learning activities. The goal of gamification is to motivate students by creating an engaging learning experience that can keep them focused on learning tasks in the classroom. However, gamification is a major challenge for education, particularly in higher education institutions. The present work presents 11 gamification activities for teaching pharmacology in a medical course. The moment at which the activity fits best in the class, the ways in which the activity can be applied, and the advantages and difficulties that are associated with each game in the classroom are presented. We report student evaluations of the gamification learning activities. The use of these games fosters learning, increases academic engagement, and makes classes more enjoyable.
机译:近年来,在教育中的应用中,已经看到了日益增长的兴趣,这可以被定义为游戏设计要素在学习活动中的应用。 游戏的目标是通过创造一个有吸引力的学习体验来激励学生,这些经历可以让他们专注于教室里的学习任务。 但是,博彩是教育的主要挑战,特别是在高等教育机构中。 本工作介绍了医疗课程中药理学的11个娱乐活动。 活动在课堂上最适合的那一刻,展示了活动的方式,以及与教室中的每个游戏相关联的优点和困难。 我们向学生评估进行娱乐学习活动。 这些游戏的使用促进了学习,增加了学术参与,使课程更愉快。

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