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      Using games to clarify interprofessional roles and build a repository of curricula activities

      rapid-communication
      African Journal of Health Professions Education
      South African Medical Association

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          Abstract

          BACKGROUND. Game-based learning has emerged as an exciting innovation for teaching and learning outcomes. Educators have built engaging and immersive experiences which help students learn about the health professions and roles, by integrating game theory and gamification. Learning about these roles will help students collaborate more effectively in the future. Educators can create a dynamic learning experience for their students by introducing gaming aspects into instructional activities. Artificial intelligence (AI) could be leveraged to accelerate the broader use of these technologies in teaching and learning. METHODS. An interactive computer-based game was designed for interprofessional education and teaching, to identify the roles of nine healthcare professions. RESULTS. In the development of the game, six of the learning principles namely identity, interaction, production, customisation, challenge and consolidation and pleasantly frustrating, are applied from conceptualisation of the game and throughout the game, to ensure that gameplay and learning is achieved. CONCLUSION. The use of games can be a powerful tool to clarify interprofessional roles, and this contribution supports the building of a repository of curricula activities that incorporate games and can be valuable for educators looking to enhance their teaching methods. Overall, incorporating games into interprofessional education has the potential to improve learning outcomes and prepare future healthcare professionals for collaborative practice. Educators and institutions alike need to consider the benefits of using games as part of their educational strategies.

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          Game-based Learning and 21st century skills: A review of recent research

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            Designing and integrating purposeful learning in game play: a systematic review

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              Game-based learning in medical education

              At present, medical education is rapidly evolving. Game-based learning (GBL) has been gradually used for education, and several innovations have emerged. The emergence of serious games and gamification provides alternative approaches for educators to improve the medical teaching process. Both serious games and gamification exert their education-promoting function by providing the possibility of combining learning activities such as feedback, testing, and spaced repetition with active participation and autonomy as well as positive experiences for students. Developing effective GBL modalities has the potential to bring immersive experiences for medical students and improve their study outcomes. Herein, we reviewed recent studies employing GBL in medical education, including serious games and gamification teaching. Furthermore, we also discussed the effectiveness and limitations of GBL to suggest future directions for the development and application of GBL in medical education.
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                Author and article information

                Journal
                ajhpe
                African Journal of Health Professions Education
                Afr. J. Health Prof. Educ. (Online)
                South African Medical Association (Pretoria, Gauteng, South Africa )
                2078-5127
                June 2024
                : 16
                : 2b
                : 75-77
                Affiliations
                [01] Johannesburg orgnameUniversity of the Witwatersrand orgdiv1Faculty of Health Sciences orgdiv2School of Clinical Medicine South Africa
                Article
                S2078-51272024000400002 S2078-5127(24)01600200002
                10.7196/AJHPE.2024.v16i2b.1678
                8b44d3c4-a031-4191-bb4a-120554ec3fc5

                This work is licensed under a Creative Commons Attribution 4.0 International License.

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                Figures: 0, Tables: 0, Equations: 0, References: 7, Pages: 3
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                SciELO South Africa

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