Please note that all sessions are presented live at 12pm Eastern Time.
January 5 - Session 1
Gamification, the use of game elements in non-gaming context, has become a buzz-word in education and training. But can gamification live up to the high expectations that its popularity creates? In this session I will provide an overview of the use of gamification in graduate and post-graduate health professions education to show that the application of gamification is typically uninformed and unbalanced, and the effects of its application in education at best uncertain. I will nevertheless try to convince you that game design, if used adequately, can be very important for educational settings.
January 12 - Session 2
This session will introduce the participant to gamification and its ability to augment formative assessment in the classroom. You will be equipped with a framework to successfully integrate gamification into your curriculum. We will review our experiences utilizing formative question banks in the digital space as well as game experiences in the physical classroom. Finally we will review helpful resources to get you started!
January 19 - Session 3
Does active learning have you puzzled? Come along for the adventure to decode the mystery of escape rooms. Get clued in to the evidence supporting game-based learning theory and unlock your creative potential. See real escape room examples and discover a slew of activities to piece together your own cryptic masterpiece.
January 26 - Session 4
Serious games are games designed for a specific purpose other than entertainment, usually education. These games can provide a safe space for learners to experiment and learn in an active manner. In this presentation, we will discuss where serious games work well in a medical education context. This will include tips for the development of games following our experience of developing and distributing serious card and board games. We will also discuss the Games And Medical Education Research(GAMER) collaborative community and ongoing projects. This talk will include a handout of resources for developing and distributing card and board games for education and links to free-to-download games for use. Objectives: By the end of this session audience members will recognize the difference between serious games and gamification. By the end of the session participants will be able to discuss how specific tabletop game mechanics support learning goals By the end of this session participants will have ideas about how they may develop their own serious game for education
February 2 - Session 5
In this session, Drs. Satid Thammasitboon, Teresa Chan, and Eric Gantwerker will be discussing the paradigms within game-based learning (GBL) and considering the future applications of GBL within health professions education. They will explore unanswered questions and discuss future needs for research and innovation.