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Gamification for education

designing a pharmacy education game

Geoffrey Hookham , Keith Nesbitt , Joyce Cooper , Hayley Croft , Rohan Rasiah

pp. 157-165

A key motivator for the use of serious games has been the notion that "gamification" provides users with an additional level of engagement. This study examines a traditional model of usability in terms of engagement and efficacy, presenting the results obtained from a formative evaluation of a serious game prototype that has been developed to assist in pharmacy education.

Publication details

DOI: 10.1007/978-3-319-14803-8_12

Full citation:

Hookham, G. , Nesbitt, K. , Cooper, J. , Croft, H. , Rasiah, R. (2015)., Gamification for education: designing a pharmacy education game, in M. Randall (ed.), Artificial life and computational intelligence, Dordrecht, Springer, pp. 157-165.

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