European Society
for Phenomenology


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184241

Gamification for education

designing a pharmacy education game

Geoffrey Hookham Keith Nesbitt Joyce Cooper Hayley Croft Rohan Rasiah

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


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

Full citation:

Hookham Geoffrey, et al. (2015) „Gamification for education: designing a pharmacy education game“, In: M. Randall (ed.), Artificial life and computational intelligence, Dordrecht, Springer, 157–165.