TY - JOUR
T1 - Importance of gamification in increasing learning
AU - Brull, Stacey
AU - Finlayson, Susan
N1 - Publisher Copyright:
© SLACK Incorporated.
PY - 2016/8
Y1 - 2016/8
N2 - Gamification is being used in the business industry as a way to engage employees into achieving organizational goals, as well as incentivize customers to use their products. More recently, gamification has become a powerful instructional method in K-12 education, as well as top colleges and universities. Health care is still in the early stages of embracing gamification in education; however, some of this may be due to a knowledge deficit related to what gamification is and how it could be applied in the health care setting. This article describes the theory, components, applications, and benefits of gamification for educators who are interested in embarking on a new and innovative way of teaching.
AB - Gamification is being used in the business industry as a way to engage employees into achieving organizational goals, as well as incentivize customers to use their products. More recently, gamification has become a powerful instructional method in K-12 education, as well as top colleges and universities. Health care is still in the early stages of embracing gamification in education; however, some of this may be due to a knowledge deficit related to what gamification is and how it could be applied in the health care setting. This article describes the theory, components, applications, and benefits of gamification for educators who are interested in embarking on a new and innovative way of teaching.
UR - http://www.scopus.com/inward/record.url?scp=84982949955&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84982949955&partnerID=8YFLogxK
U2 - 10.3928/00220124-20160715-09
DO - 10.3928/00220124-20160715-09
M3 - Article
C2 - 27467313
AN - SCOPUS:84982949955
SN - 0022-0124
VL - 47
SP - 372
EP - 375
JO - Journal of continuing education in nursing
JF - Journal of continuing education in nursing
IS - 8
ER -