191
Views
1
CrossRef citations to date
0
Altmetric
Poison Centre Research

Students’ perceptions of Toxicolitaire™– a digital card game for medical toxicology students

, &
Pages 53-55 | Received 05 Oct 2023, Accepted 09 Jan 2024, Published online: 01 Feb 2024

References

  • Ruhi U. Level up your strategy: towards a descriptive framework for meaningful enterprise gamification. Technol Innovation Manage Rev. 2015;5(8):5–16. doi: 10.22215/timreview/918.
  • Smiderle R, Rigo SJ, Marques LB, et al. The impact of gamification on students’ learning, engagement and behaviour based on their personality traits. Smart Learn Environ. 2020;7(1):3. doi: 10.1186/s40561-019-0098-x.
  • Lopes S, Pereira A, Magalhães P, et al. Gamification: focus on the strategies being implemented in interventions: a systematic review protocol. BMC Res Notes. 2019;12(1):100. doi: 10.1186/s13104-019-4139-x.
  • Hanus MD, Fox J. Assessing the effects of gamification in the classroom: a longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Comput Educ. 2015;80:152–161. doi: 10.1016/j.compedu.2014.08.019.
  • Çetin B. Academic motivation and self-regulated learning in predicting academic achievement in college. J Int Educ Res. 2015;11(2):95–106. doi: 10.19030/jier.v11i2.9190.
  • Alhalafawy WS, Zaki MZT. How has gamification within digital platforms affected self-regulated learning skills during the COVID-19 pandemic? Mixed-methods research. Int J Emerg Technol Learn. 2022;17(06):123–151. doi: 10.3991/ijet.v17i06.28885.
  • Tan CPL, Van Schalkwyk SC, Bezuidenhout J, et al. Mapping undergraduate exit-level assessment in a medical programme: a blueprint for clinical competence? Afr J Health Professions Educ. 2016;8(1):45–49. doi: 10.7196/AJHPE.2016.v8i1.546.
  • Marks CJ, Wium CA, DuPlessis CE, et al. Being paracelsus: the toxicology educational card game [abstract]. Clin Toxicol. 2018;56:482.
  • Cheung SY, Ng KY. Application of the educational game to enhance student learning. Front Educ. 2021;6:1–10. doi: 10.3389/feduc.2021.623793.
  • Adipat S, Laksana K, Busayanon K, et al. Engaging students in the learning process with game-based learning: the fundamental concepts. Int J Technol Educ. 2021;4(3):542–552. doi: 10.46328/ijte.169.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.