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The 2013 Horizon Report lists game-based learning on the two-or-three-year horizon for adoption in higher ed. So is it any real surprise gaming is creeping into #meded? Apps such as Stanford's Septris and Sicko, JHU's Osmosis, and VisualDX's Mobile quiz are just a few examples of gamification in medicine. Libraries are trying to adopt the trend as well, a few examples include Library Quest from Grand Valley State University, @jabengston's Zombie Emergency and Citation Tic Tac Toe from James Madison University Libraries.
Are you using games to to teach, build awareness or provide library services? What are the challenges and benefits of incorporating games into education? Has anyone ever defeated the original Teenage Mutant Ninja Turtles for Nintendo? Set down your controller and join #medlibs for a chat on gaming in libraries and medical education.
- Karl Kapp's The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012): http://www.amazon.com/The-Gamification-Learning-Instruction-Game-based/dp/1118096347
- B. Kim. "Harnessing the power of game dynamics." C&RL News (2012): http://crln.acrl.org/content/73/8/465
- C. Spina. "Gamification: Is it Right for Your Library?" AALL Spectrum (2013): http://www.aallnet.org/main-menu/Publications/spectrum/Archives/vol-17/No-6/gamification.pdf "The evidence behind mHealth gamification." Timothy Aungst, PharmD. iMedicalApps.com February 4, 2013: http://www.imedicalapps.com/2013/02/evidence-mhealth-gamification/
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