Lazuardi Fatahilah Hamdi, B. Hantono, A. E. Permanasari
{"title":"Gamification Methods of Game-Based Learning Applications in Medical Competence: A Systematic Literature Review","authors":"Lazuardi Fatahilah Hamdi, B. Hantono, A. E. Permanasari","doi":"10.1109/ISITDI55734.2022.9944535","DOIUrl":null,"url":null,"abstract":"E-learning implementation can overcome many problems of learning process such as distance, time, and cost. For example, in companies, e-learning can increase the knowledge of employee. E-learning also can be used to improve skills for medical personnel that are important in health care education. Gamification can be implemented by turning the whole learning process into a game by using game elements such as badges, points, levels, and leaderboards in non-game settings to encourage the desired behavior and achievement goals. This study aims to find the implementation of Game-Based Learning Applications in Medical Competence. Using electronic search, we found 5 papers using a mobile application, 2 papers using a desktop application, 10 papers using virtual reality, 5 papers using a web application, and 2 Miscellaneous. All of the papers have environment or media and game-elements to apply gamification. All paper said that gamification can enhance medical competence, but just 7 papers said gamification can increase user attention and motivation and 3 papers said gamification can make user feel challenging and interesting. However, this paper proposes a different way to implement gamification elements. This study shows that gamification is a suitable learning method for medical personnel to improve their knowledge and increase motivation, attention, learning process, and learning outcomes.","PeriodicalId":312644,"journal":{"name":"2022 International Symposium on Information Technology and Digital Innovation (ISITDI)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Symposium on Information Technology and Digital Innovation (ISITDI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISITDI55734.2022.9944535","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
E-learning implementation can overcome many problems of learning process such as distance, time, and cost. For example, in companies, e-learning can increase the knowledge of employee. E-learning also can be used to improve skills for medical personnel that are important in health care education. Gamification can be implemented by turning the whole learning process into a game by using game elements such as badges, points, levels, and leaderboards in non-game settings to encourage the desired behavior and achievement goals. This study aims to find the implementation of Game-Based Learning Applications in Medical Competence. Using electronic search, we found 5 papers using a mobile application, 2 papers using a desktop application, 10 papers using virtual reality, 5 papers using a web application, and 2 Miscellaneous. All of the papers have environment or media and game-elements to apply gamification. All paper said that gamification can enhance medical competence, but just 7 papers said gamification can increase user attention and motivation and 3 papers said gamification can make user feel challenging and interesting. However, this paper proposes a different way to implement gamification elements. This study shows that gamification is a suitable learning method for medical personnel to improve their knowledge and increase motivation, attention, learning process, and learning outcomes.