81 research outputs found

    Gamification of health professions education:a systematic review

    Get PDF
    Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students' learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes. We systematically searched multiple databases, and included all empirical studies evaluating the use of game attributes in health professions education. Of 5044 articles initially identified, 44 met the inclusion criteria. Negative outcomes for using gamification were not reported. Almost all studies included assessment attributes (n = 40), mostly in combination with conflict/challenge attributes (n = 27). Eight studies revealed that this specific combination had increased the use of the learning material, sometimes leading to improved learning outcomes. A relatively small number of studies was performed to explain mechanisms underlying the use of game attributes (n = 7). Our findings suggest that it is possible to improve learning outcomes in health professions education by using gamification, especially when employing game attributes that improve learning behaviours and attitudes towards learning. However, most studies lacked well-defined control groups and did not apply and/or report theory to understand underlying processes. Future research should clarify mechanisms underlying gamified educational interventions and explore theories that could explain the effects of these interventions on learning outcomes, using well-defined control groups, in a longitudinal way. In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student

    Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications

    Get PDF
    As a nascent area of study, gamification has attracted the interest of researchers in several fields, but such researchers have scarcely focused on creating a theoretical foundation for gamification research. Gamification involves using game-like features in non-game contexts to motivate users and improve performance outcomes. As a boundary-spanning subject by nature, gamification has drawn the interest of scholars from diverse communities, such as information systems, education, marketing, computer science, and business administration. To establish a theoretical foundation, we need to clearly define and explain gamification in comparison with similar concepts and areas of research. Likewise, we need to define the scope of the domain and develop a research agenda that explicitly considers theory’s important role. In this review paper, we set forth the pre-theoretical structures necessary for theory building in this area. Accordingly, we engaged an interdisciplinary group of discussants to evaluate and select the most relevant theories for gamification. Moreover, we developed exemplary research questions to help create a research agenda for gamification. We conclude that using a multi-theoretical perspective in creating a research agenda should help and encourage IS researchers to take a lead role in this promising and emerging area

    Massively multiplayer online role-playing games: problematic use

    Get PDF
    Massively Multiplayer Online Role Playing Games (MMORPGs) are a form of mass media with potential for behavioral addiction among some users. In past literature on internet addiction, MMORPG users have been included alongside other internet users. The outcomes of MMORPG participation, usage frequency, and demographics have not been adequately analyzed apart from users of other internet-based functions. Screening instruments developed for internet addiction have not been validated on MMORPG users. This study addressed the lack of screening research on MMORPG users, using the Internet Addiction Test (IAT), the most used screening instrument for this media. It also explored demographic and frequency traits on a robust sample of MMORPG users. The population sampled was 5313 users of the MMORPG, World of Warcraft. Three research questions resulted from the literature search: an exploratory factor analysis, demographic and frequency exploration, and face validity. The first research question asked, "What is the factor structure for the IAT when administered to a sample of MMORPG internet users?" The exploratory factor analysis yielded a two-factor oblique factor structure which included 18 of the original 20 IAT questions. The second research question asked, "What is the relationship of demographic variables (age, race, gender, weekly playing/gaming, and length of experience playing/gaming) to the final IAT score?" Weak and moderate main effects on IAT score were found for age and weekly hours playing. The third research question asked, "What is the relationship between score severity as reported by the IAT and respondents' impressions on whether they identify themselves as 'addicted to MMORPGs' ?" The IAT was found to be predictive of respondent perceptions of addiction. This research was the first to explore a factor structure for MMORPG users on a behavioral addiction instrument, and among the largest validation studies on the IAT in English. The results were conceptualized through Uses and Gratifications theory as unique user media choices, and consistent with elements of behavioral addiction. The results also provided a distinct profile for MMORPG users. This research demonstrated the importance to counselors and counselor educators of robust sampling of homogeneous media user groups and individualized screening for addiction.Ph.D

    A Conceptual Framework for Understanding Crowdfunding

    Get PDF
    Crowdfunding is a rapidly growing technology-enabled process that has the potential to disrupt the capital market space. In order for this process to work efficiently, it is important to clarify the issues surrounding the phenomenon from the founders’, the backers’, and the technology providers’ viewpoints. We begin with an ecosystem view to understand the stakeholders and their roles in the crowdfunding process. We review the literature with a focus on how current research fits into the overall crowdfunding phenomenon. Guided by typology and classification research approaches, we identify six distinct crowdfunding business models: private equity, royalty, microfinance, peer-to-peer lending, rewards, and donation. Based on identified roles and crowdfunding business models, we propose a conceptual research framework. We conclude by showing how current research fits into our proposed framework and offer suggestions for future research directions

    Regulation of Health AI Chatbots in Ontario

    Get PDF
    Artificial Intelligence (AI) has made remarkable strides in healthcare, from revolutionizing medical imaging, patient support, research insight, and health education. However, a recent shift from query-based to interactive and regenerative AI presents a question of properly facilitating its development. Upon close inspection, regulations and policy adaptations lag behind the rapidly advancing field of medical AI which raises concerns over governance and societal implications. This paper explains some of the technical and ethical considerations surrounding the use of health AI applications with chatbots as a specific example. It evaluates the existing policies and regulations in Ontario, Canada, that govern the production and use of chatbots in healthcare. I provide recommendations revolving around new policies in areas lacking the necessary framework with a goal not to limit the use of chatbots, but instead facilitate the adaptation of chatbots and AI in healthcare to reduce the potential harm resulting from improper and outdated policies

    Plataformas de crowdfunding en América Latina

    Get PDF
    El presente documento es un analisis descriptivo del sector de crowdfunding – financiamiento mediante una multitud de donantes por medio de Internet - en América Latina. Su objetivo es conocer el tamaño, las caracteríticas y la dinámica de las plataformas latinoamericanas de crowdfunding. Para ello, se realizó una encuesta a los operadores de dichas plataformas, entrevistas con administradores de plataformas y un análisis de los datos publicados en los portales web de las plataformas sobre la dinámica de las campañas y los inversionistas. El sector en América Latina ha tenido un crecimiento importante desde 2009 a la fecha. Los países que cuentan con un sector más desarrollado son Brasil, México y Chile. Se encontró que la internacionalización de los portales es todavía limitada y, por lo tanto, las plataformas lationamericans tienen aún la mayoría de fundraisers en el mismo país en donde operan. El análisis de datos ofrece una información detallada sobre los rasgos distintivos de cada uno de los cuatro modelos de crowdfunding analizados (donaciones, recompensas, deuda y acciones). El análisis de las entrevistas realizadas informa sobre los detalles de los modelos de negocio y la forma en que las plataformas lationamericanas capitalizan oportunidades y enfrentan retos inherentes a la dinámica de este tipo de plataformas. Finalmente, se describen los principales avances y retos en distintos países de América Latina en la promoción de este sector

    Why so serious?:game-based learning in health profession education: state of the art and future directions

    Get PDF
    If you look around carefully, you see a lot of use of game elements that aim to motivate people towards a certain behaviour. From smileys on posts that aim to lower your driving speed, to earning stars in language learning apps. Game-based learning is the use of game elements to make learning more attractive and to encourage people to continue their learning. This is logical right? The longer you learn, the better the outcome. Or not? This doctoral thesis examines the effects of using game-based learning in medical education. Why and when should it be applied? We have investigated whether it is advisable to develop a game suitable for everyone. We discovered that there are 5 different game personas (player types): competitors, socializers, social achievers, explorers and trolls. Everyone has their own preferences when it comes to social interactions and achieving goals within a game. From this we were able to develop a taxonomy, which has been tested at almost all medical universities in the Netherlands. It shows that medical students are mainly socially oriented players. While most game based learnings are not at all. This doctoral research can offer perspective in current developments, gives direction where it could go, but also has a critical note on the use of game-based learning that is should not be applied too much

    Feedback control for exergames

    Get PDF
    The concept of merging exercise equipment with video games, known as exergaming, has the potential to be one of the main tools used in addressing the current rising obesity epidemic. Existing research shows that exergaming can help improve fitness and additionally motivate people to become more active. The two key elements of attractiveness - how much people want to play or use the exergaming system; and effectiveness – how effective the exergaming system is in actually increasing or maintaining physical fitness, need to be maximised to obtain the best outcomes from an exergaming system; we put this forward as the Dual Flow Model. As part of the development of our exergame system we required the use of a heart rate response simulator. We discovered that there was no existing quantitative model appropriate for the simulation of heart rate responses to exercise. In order to overcome this, we developed our own model for the simulation of heart rate response. Based on our model, we developed a simulation tool known as the Virtual Body Simulator, which we used during our exergame development. Subsequent verification of the model using the trial data indicated that the model accurately represented exergame player heart rate responses to a level that was more than sufficient for exergame research and development. In our experiment, attractiveness was controlled by manipulation of the game difficulty to match the skill of the player. The balance of challenge and skills to facilitate the attainment of the flow state, as described by Csikszentmihalyi (1975), is widely accepted as a motivator for various activities. Effectiveness, in our experiments was controlled through exercise intensity. Exercise intensity was adjusted based on the player‟s heart rate to maintain intensity within the limits of the ASCM Guidelines (ACSM, 2006) for appropriate exercise intensity levels. We tested the Dual Flow Model by developing an exergame designed to work in four different modes; created by selectively varying the control mechanisms for exercise workout intensity and game mental challenge. We then ran a trial with 21 subjects who used the exergame system in each of the different modes. The trial results in relation to the Dual Flow Model showed that we developed an excellent intensity control system based on heart rate monitoring; successfully managing workout intensity for the subjects. However, we found that the subjects generally found the intensity controlled sessions less engaging, being closer to the flow state in the sessions where the intensity was controlled based on heart rate. The dynamic difficulty adjustment system developed for our exergame also did not appear to help facilitate attainment of the flow state. Various theories are put forward as to why this may have occurred. We did find that challenge control had an impact on the actual intensity of the workout. When the intensity was not managed, the challenge control modes were generally closer to the desired heart rates. While the difference was not statistically very large, there was a strong correlation between the intensity of the different modes. This correlation was also present when looking at the players‟ perception of intensity, indicating that the difference was enough to be noticed by the subjects

    Successful Strategies Used by Small Business Owners for Company Sustainability

    Get PDF
    According to the U.S. Small Business Administration, African Americans are the fastest growing entrepreneurial minority group in the United States. However, they suffer the highest business failure rates. The research design for this study was a multiple case study to explore the strategies small business owners used to succeed in business beyond 5 years. The conceptual framework for this study was the systems theory. The population was small business owners in the Dallas-Fort Worth metropolis, Texas. Data collection sources included semistructured interviews, company documents, company websites, and site visit observations. The data analysis process included data cleaning, uploading transcribed interviews into qualitative data analysis software, organizing and coding, and conducting methodological triangulation against company documents. The thematic analysis led to the identification of 6 major themes contributing to company sustainability. The predominate themes included entrepreneur qualities, adequacy or lack of collateral, financial planning, and market qualities. The consensus among participants denoted that in a business environment characterized by market differentiation, effective financial planning and unique entrepreneurial characteristics contributed to company sustainability. The findings revealed several features of the successful business owners such as education, professional background, motivation, creativity, negotiation skills, networking, risk-taking, and self-efficacy were critical for company sustainability. The positive social change includes increasing the rate of small business success, supporting the U.S. economy, and improving financial security for African American entrepreneurs, their families, employees, and the community
    • …
    corecore