Gamification of dementia education in hospitals: a knowledge translation project.
This knowledge translation study qualitatively explores strategies that facilitated hospital staff engagement in online educational games for dementia education. Interdisciplinary staff (n = 2010) in 10 hospitals played online games to learn about basic communication techniques. We identified five f...
| Published in: | Dementia (14713012) Vol. 21; no. 8; pp. 2619 - 2631 |
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| Main Authors: | , , , , , |
| Format: | research tables/charts Journal Article |
| Published: |
Sage Publications Inc.
Nov2022
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=159761869&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 159761869 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 14713012 P62 jtl: Dementia (14713012) issn: 14713012 maglogo: Y pubinfo: dt: Nov2022 vid: 21 iid: 8 pid: 344 pub: Sage Publications Inc. place: Thousand Oaks, California artinfo: ui: 159761869 159118177 159761869 159761869 10.1177/14713012221127773 159761869 ppf: 2619 ppct: 12 formats: tig: atl: Gamification of dementia education in hospitals: a knowledge translation project. aug: au: Hung, Lillian Mann, Jim Battersby, Lupin Parappilly, Beena Butcher, Colleen Vicic, Alicia affil: The School of Nursing, 8166 University of British Columbia, Vancouver, Canada sug: subj: Dementia Education Personnel, Health Facility Education Gamification Professional Knowledge Hospitals Human Qualitative Studies Canada Education, Interdisciplinary Games Communication Learning Methods Reward Implementation Science ab: This knowledge translation study qualitatively explores strategies that facilitated hospital staff engagement in online educational games for dementia education. Interdisciplinary staff (n = 2010) in 10 hospitals played online games to learn about basic communication techniques. We identified five facilitating strategies, E-GAME: Easy access to learning, Give both extrinsic and intrinsic rewards, Apply implementation science theory, Multiple tools, and Evaluation. This article offers useful tips for educators to innovate dementia education for practice improvement. pubtype: Academic Journal doctype: research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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