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Science and Mathematics Education

Series

2018

Gamification

Articles 1 - 2 of 2

Full-Text Articles in Education

Use Of Virtual Games For Interactive Learning In A Pharmacy Curriculum, Jerika Lam, Mary Gutierrez, Jeff A. Goad, Larisa Odessky, Jason Bock Oct 2018

Use Of Virtual Games For Interactive Learning In A Pharmacy Curriculum, Jerika Lam, Mary Gutierrez, Jeff A. Goad, Larisa Odessky, Jason Bock

Pharmacy Faculty Articles and Research

Background and purpose: To evaluate student pharmacists’ attitudes and satisfaction toward playing educational virtual games in the classroom.

Educational activity and setting: The study setting was playing virtual games in the classroom setting. First year student pharmacists participated in two Mimycx quests in the Healthcare Communication and the Psychiatry/Neurology courses. Students were randomly assigned into teams and worked together to complete the assigned quest games. Completion of the pre- and post-quest questionnaires via Qualtrics was voluntary.

Findings: A total of 79 student pharmacists played the Mimycx quests. Only 66 students completed both pre- and post-quest questionnaires. Students …


Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean Jun 2018

Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean

VMASC Publications

One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …