Beyond Kahoot! Reflections and Guidelines from a Serial Gamifying Educator on When and How to Effectively Use Games and Game Elements in Anatomical Education
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| Title: | Beyond Kahoot! Reflections and Guidelines from a Serial Gamifying Educator on When and How to Effectively Use Games and Game Elements in Anatomical Education |
|---|---|
| Language: | English |
| Authors: | Judi Laprade (ORCID |
| Source: | Anatomical Sciences Education. 2026 19(6):859-868. |
| Availability: | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
| Peer Reviewed: | Y |
| Page Count: | 10 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Descriptive Opinion Papers |
| Descriptors: | Gamification, Games, Play, Science Education, Anatomy, Value Added Models, Recall (Psychology), Teamwork, Learner Engagement, Critical Thinking, Vignettes, Relevance (Education) |
| DOI: | 10.1002/ase.70158 |
| ISSN: | 1935-9772 1935-9780 |
| Abstract: | According to Nietzsche, "In every real [adult], a child is hidden that wants to play." In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner. Learning anatomy in a meaningful and comprehensive manner requires an ability to memorize an enormous volume of material and then applying the foundational content to make sense of it within real-world applications. Adding game elements or gamification within a teaching and learning space requires considerations by educators on the most effective use of their time, ability, and resources, as well as a clear understanding of the purpose of gamifiying their class or laboratory. Drawing upon 25 years of experience and feedback in implementing gamification and real games for anatomy learners in class, laboratory, and review, this article provides multiple examples and reflections/criteria for when gamification within a curriculum is value-added. The author offers approaches for targeting recall, team building, learner engagement through in-class knowledge checks and review sessions, game assignments, and even critical thinking using bespoke anatomy games addressing real-world application scenarios. Examples include several simple and low-tech options, adaptations of existing games, as well as commercial or custom games, which can be implemented as competitions. The author provides reflections and implementation recommendations for these approaches, the use of reward systems as well as web resources for building, adapting, or utilizing games outright. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1507839 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1507839 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Beyond Kahoot! Reflections and Guidelines from a Serial Gamifying Educator on When and How to Effectively Use Games and Game Elements in Anatomical Education – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Judi+Laprade%22">Judi Laprade</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-5830-9754">0000-0001-5830-9754</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Anatomical+Sciences+Education%22"><i>Anatomical Sciences Education</i></searchLink>. 2026 19(6):859-868. – Name: Avail Label: Availability Group: Avail Data: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 10 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Descriptive<br />Opinion Papers – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Games%22">Games</searchLink><br /><searchLink fieldCode="DE" term="%22Play%22">Play</searchLink><br /><searchLink fieldCode="DE" term="%22Science+Education%22">Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Anatomy%22">Anatomy</searchLink><br /><searchLink fieldCode="DE" term="%22Value+Added+Models%22">Value Added Models</searchLink><br /><searchLink fieldCode="DE" term="%22Recall+%28Psychology%29%22">Recall (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Teamwork%22">Teamwork</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Critical+Thinking%22">Critical Thinking</searchLink><br /><searchLink fieldCode="DE" term="%22Vignettes%22">Vignettes</searchLink><br /><searchLink fieldCode="DE" term="%22Relevance+%28Education%29%22">Relevance (Education)</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1002/ase.70158 – Name: ISSN Label: ISSN Group: ISSN Data: 1935-9772<br />1935-9780 – Name: Abstract Label: Abstract Group: Ab Data: According to Nietzsche, "In every real [adult], a child is hidden that wants to play." In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner. Learning anatomy in a meaningful and comprehensive manner requires an ability to memorize an enormous volume of material and then applying the foundational content to make sense of it within real-world applications. Adding game elements or gamification within a teaching and learning space requires considerations by educators on the most effective use of their time, ability, and resources, as well as a clear understanding of the purpose of gamifiying their class or laboratory. Drawing upon 25 years of experience and feedback in implementing gamification and real games for anatomy learners in class, laboratory, and review, this article provides multiple examples and reflections/criteria for when gamification within a curriculum is value-added. The author offers approaches for targeting recall, team building, learner engagement through in-class knowledge checks and review sessions, game assignments, and even critical thinking using bespoke anatomy games addressing real-world application scenarios. Examples include several simple and low-tech options, adaptations of existing games, as well as commercial or custom games, which can be implemented as competitions. The author provides reflections and implementation recommendations for these approaches, the use of reward systems as well as web resources for building, adapting, or utilizing games outright. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1507839 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1507839 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1002/ase.70158 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 10 StartPage: 859 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Games Type: general – SubjectFull: Play Type: general – SubjectFull: Science Education Type: general – SubjectFull: Anatomy Type: general – SubjectFull: Value Added Models Type: general – SubjectFull: Recall (Psychology) Type: general – SubjectFull: Teamwork Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Critical Thinking Type: general – SubjectFull: Vignettes Type: general – SubjectFull: Relevance (Education) Type: general Titles: – TitleFull: Beyond Kahoot! Reflections and Guidelines from a Serial Gamifying Educator on When and How to Effectively Use Games and Game Elements in Anatomical Education Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Judi Laprade IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 1935-9772 – Type: issn-electronic Value: 1935-9780 Numbering: – Type: volume Value: 19 – Type: issue Value: 6 Titles: – TitleFull: Anatomical Sciences Education Type: main |
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