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.
CITATION STYLE
Hookham, G., Nesbitt, K., Cooper, J., Croft, H., & Rasiah, R. (2015). Gamification for education: Designing a pharmacy education game. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8955, pp. 157–165). Springer Verlag. https://doi.org/10.1007/978-3-319-14803-8_12
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