Book | Chapter
Gamification for education
designing a pharmacy education game
pp. 157-165
Abstract
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
Published in:
Randall Marcus (2015) Artificial life and computational intelligence: first Australasian conference, acalci 2015, Newcastle, nsw, India, february 5-7, 2015. proceedings. Dordrecht, Springer.
Pages: 157-165
DOI: 10.1007/978-3-319-14803-8_12
Full citation:
Hookham Geoffrey, Nesbitt Keith, Cooper Joyce, Croft Hayley, Rasiah Rohan (2015) „Gamification for education: designing a pharmacy education game“, In: M. Randall (ed.), Artificial life and computational intelligence, Dordrecht, Springer, 157–165.