Ontology highlight
ABSTRACT: Background
Gamification can be defined as the use of game design elements in non-game contexts, in this case, education. As such, gamification seeks to augment the interactive approach of adult learning theory which promotes ongoing motivation and engagement. The objective of this study was to develop and implement a gamified learning module to teach the pit crew approach to Emergency Medical Services personnel in an interactive, engaging format. We created a game-based simulation scenario, an introductory video, and a post-session survey to assess the effectiveness of our educational innovation. We hypothesized that gamification would strengthen classroom engagement and attitudes toward clinical education as assessed in the post-session survey.Methods
This was a pilot stud
SUBMITTER: DiCesare D
PROVIDER: S-EPMC11827316 | biostudies-literature | 2025 Feb
REPOSITORIES: biostudies-literature