Revitalizing Scientific Poster Sessions: A Gamification Approach at an Academic Conference.

IF 5.3 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Brian Rissmiller, Satid Thammasitboon, Jennifer Benjamin
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引用次数: 0

Abstract

Problem: Maintaining active engagement in learning and application of new knowledge in medicine is essential. Academic conferences, particularly poster sessions, are crucial for this purpose, yet limited attendee engagement and passive learning environments challenge these sessions. This report assesses the impact of gamification of the poster sessions at an international conference on engagement between poster presenters and attendees.

Approach: The authors gamified the 2023 Pediatric Academic Societies (PAS) conference, April 28 to May 1, 2023, Washington, DC, using Landers' theory of gamified learning. Poster presenters created a multiple-choice question based on their poster, which was linked to a QR code via the PAS application. Conference attendees engaged with the poster presenter and scanned the QR code to answer the question. Attendees earned a point for each correct answer, with leaderboards displaying scores. The attendee(s) with the highest point totals earned prizes. Evaluation included application interaction metrics, attendee scores, and narrative feedback from presenters and attendees.

Outcomes: The conference had 7,753 attendees with 2,680 poster presentations, with 1,889 poster presenters (70%) and 1,361 attendees (18%) participating in the initiative for 2,761 interactions. Of the 2,600 survey respondents, 51 (2%) thought that the gamification detracted from their poster experience, 198 (8%) reported that it enhanced their experience, 489 (19%) were unsure of its impact, 511 (20%) were not aware of the gamification, and 1,351 (52%) perceived that it had no impact. Although many conference attendees were unaware of the gamification, attendees who participated and won prizes showed a marked increase in their desire to win prizes on subsequent days.

Next steps: Future studies should assess the technology required for optimal gamified poster sessions and determine whether the costs are beneficial. By expanding gamification features to reward more nuanced forms of engagement, the value of this approach could be better assessed and understood.

振兴科学海报会议:在学术会议上的游戏化方法。
问题:保持积极参与医学新知识的学习和应用是必不可少的。学术会议,特别是海报会议,对于这一目的至关重要,然而有限的与会者参与和被动的学习环境对这些会议构成了挑战。本报告评估了在国际会议上海报会议的游戏化对海报展示者和与会者之间参与的影响。方法:作者使用兰德斯的游戏化学习理论,将2023年4月28日至5月1日在华盛顿特区举行的2023年儿科学术协会(PAS)会议游戏化。海报展示者根据他们的海报制作了一个选择题,通过PAS应用程序链接到一个二维码。与会者与海报展示者互动,并扫描二维码回答问题。参与者每回答一个正确的问题就得一分,积分排行榜会显示分数。得分最高的参加者将获得奖品。评估包括应用程序交互度量、出席者得分以及来自演示者和出席者的叙述性反馈。结果:会议有7753名与会者和2680份海报展示,其中1889名海报展示者(70%)和1361名与会者(18%)参与了2761次互动。在2600名受访者中,51人(2%)认为游戏化削弱了他们的海报体验,198人(8%)表示游戏化增强了他们的体验,489人(19%)不确定游戏化的影响,511人(20%)不知道游戏化,1351人(52%)认为游戏化没有影响。尽管许多与会者都没有意识到游戏化,但参加并获奖的与会者在随后的几天里对获奖的渴望明显增加。下一步:未来的研究应该评估最佳游戏化海报会议所需的技术,并确定成本是否有益。通过扩展游戏化功能以奖励更微妙的粘性形式,我们可以更好地评估和理解这种方法的价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Academic Medicine
Academic Medicine 医学-卫生保健
CiteScore
7.80
自引率
9.50%
发文量
982
审稿时长
3-6 weeks
期刊介绍: Academic Medicine, the official peer-reviewed journal of the Association of American Medical Colleges, acts as an international forum for exchanging ideas, information, and strategies to address the significant challenges in academic medicine. The journal covers areas such as research, education, clinical care, community collaboration, and leadership, with a commitment to serving the public interest.
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