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Original Article

Context is key: an interactive experiential and content frame game

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Pages 525-528 | Published online: 03 Jul 2009

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Elie A. Akl, Richard W. Pretorius, Kay Sackett, W. Scott Erdley, Paranthaman S. Bhoopathi, Ziad Alfarah & Holger J. Schünemann. (2010) The effect of educational games on medical students’ learning outcomes: A systematic review: BEME Guide No 14. Medical Teacher 32:1, pages 16-27.
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Lynne A. Allery. (2004) Educational games and structured experiences. Medical Teacher 26:6, pages 504-505.
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Articles from other publishers (12)

Fernando Silva Ribeiro, Maria Alexandre Bettencourt Pires, José Gilberto Cerqueira, Paulo Adriano Schwingel, Ricardo Kenji Shiosaki, Diego Felipe dos Santos Silva, Thereza Christina da Cunha Lima Gama & Edivaldo Xavier Da Silva Júnior. (2024) Rethinking the use of board games in neuroanatomy teaching: a complementary and low-cost tool to improve learning performance. Cuadernos de Educación y Desarrollo 16:1, pages 3564-3586.
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Craig Woods, Shehzad Naroo, Fabrizio Zeri, May Bakkar, Fakhruddin Barodawala, Vicki Evans, Daddi Fadel, Lavanya Kalikivayi, Madalena Lira, Vinod Maseedupally, Sonia Trave Huarte & Frank Eperjesi. (2023) Evidence for commonly used teaching, learning and assessment methods in contact lens clinical skills education. Contact Lens and Anterior Eye 46:2, pages 101821.
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Geertje Bekebrede & Carissa Champlin. 2022. Gaming, Simulation and Innovations: Challenges and Opportunities. Gaming, Simulation and Innovations: Challenges and Opportunities 115 123 .
Juan J. López-Jiménez, José L. Fernández-Alemán, José A. García-Berná, Laura López González, Ofelia González Sequeros, Joaquín Nicolás Ros, Juan M. Carrillo de Gea, Ali Idri & Ambrosio Toval. (2021) Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies. International Journal of Environmental Research and Public Health 18:24, pages 13210.
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A. E. J. van Gaalen, J. Brouwer, J. Schönrock-Adema, T. Bouwkamp-Timmer, A. D. C. Jaarsma & J. R. Georgiadis. (2020) Gamification of health professions education: a systematic review. Advances in Health Sciences Education 26:2, pages 683-711.
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Kelly Cristina Gaviao Luchi, Luís Henrique Montrezor & Fernanda K. Marcondes. (2017) Effect of an educational game on university students’ learning about action potentials. Advances in Physiology Education 41:2, pages 222-230.
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Fernanda K. MarcondesMaria J. C. S. MouraAndrea SanchesRafaela CostaPatricia Oliveira de LimaFrancisco Carlos GroppoMaria E. C. AmaralPaula ZeniKelly Cristina GaviaoLuís H. Montrezor. (2015) A puzzle used to teach the cardiac cycle. Advances in Physiology Education 39:1, pages 27-31.
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Darrell J. R. Evans, Paul Zeun & Robert A. Stanier. (2013) Motivating student learning using a formative assessment journey. Journal of Anatomy 224:3, pages 296-303.
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Nitin Gaikwad & Suresh Tankhiwale. (2012) Crossword puzzles: self-learning tool in pharmacology. Perspectives on Medical Education 1:5-6, pages 237-248.
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Sean M. Barclay, Meghan N. Jeffres & Ragini Bhakta. (2011) Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience. American Journal of Pharmaceutical Education 75:2, pages 33.
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Martha Garcia-Murillo & Ian MacInnes. 2011. Gaming and Simulations. Gaming and Simulations 910 927 .
Anurag SaxenaRaenelle NesbittPunam PahwaSheryl Mills. (2009) Crossword Puzzles: Active Learning in Undergraduate Pathology and Medical Education. Archives of Pathology & Laboratory Medicine 133:9, pages 1457-1462.
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