Volume 12 (2024)
Volume 11 (2023)
Volume 10 (2022)
Volume 9 (2021)
Volume 8 (2020)
Volume 7 (2019)
Volume 6 (2018)
Volume 5 (2017)
Volume 4 (2016)
Volume 3 (2015)
Volume 2 (2014)
Volume 1 (2013)
Effectiveness of Gamification in Enhancing Learning and Attitudes: A Study of Statistics Education for Health School Students
Effectiveness of Gamification in Enhancing Learning and Attitudes: A Study of Statistics Education for Health School Students

MEHRNOOSH KHOSHNOODIFAR; ASIEH ASHOURI; MAHDOKHT TAHERI

Volume 11, Issue 4 , October 2023, , Pages 230-239

https://doi.org/10.30476/jamp.2023.98953.1817

Abstract
  Introduction: Gamification is the use of game design elements in non-game contexts. It is considered a student-centeredinstructional design to motivate student learning and academic ...  Read More
Comparison of Gamification, Game-Based Learning, and Serious Games in Medical Education: A Scientometrics Analysis
Comparison of Gamification, Game-Based Learning, and Serious Games in Medical Education: A Scientometrics Analysis

MOHADESEH ZOHARI; NEDA KARIM; SHIVA MALGARD; MARYAM AALAA; SHADI ASADZANDI; SHARAREH BORHANI

Volume 11, Issue 1 , January 2023, , Pages 50-60

https://doi.org/10.30476/jamp.2022.94787.1608

Abstract
  Introduction: Game in education aims to enhance human motivation and performance in a given activity. Gamificationexperts and health researchers are still unsure about the status of ...  Read More
Utilizing gamification effect through Kahoot in remote teaching of immunology: Medical students’ perceptions
Utilizing gamification effect through Kahoot in remote teaching of immunology: Medical students’ perceptions

JANARTHANI LOHITHARAJAH; PUNITHALINGAM YOUHASAN

Volume 10, Issue 3 , July 2022, , Pages 156-162

https://doi.org/10.30476/jamp.2022.93731.1548

Abstract
  Introduction: Gamification of learning is a novel pedagogical approach in education, and Kahoot is one of the game-based learning platforms widely used for formative assessments in ...  Read More