The Use of Gamification in Occupational Therapy Education.

Gamification is an approach to game-based learning, also called educational games. These fun supplemental tools are infused into K-12 and higher education curriculums. This study aimed to discover faculty and student perspectives and explore gamification or game-based learning in accredited occupati...

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Publicado en:Open Journal of Occupational Therapy (OJOT) Vol. 14; no. 2; pp. 1 - 14
Autores principales: Mulligan, Chris, Bennett, Leslie, Graves, Donald F.
Formato: research tables/charts Journal Article
Publicado: Open Journal of Occupational Therapy Spring2026
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Spring2026
      vid: 14
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      pid: 94241
      pub: Open Journal of Occupational Therapy
      place: Kalamazoo, Michigan
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        atl: The Use of Gamification in Occupational Therapy Education.
      aug:
        au:
          Mulligan, Chris
          Bennett, Leslie
          Graves, Donald F.
        affil: Russell Sage College - USA
      sug:
        subj:
          Gamification Utilization
          Education, Occupational Therapy
          Faculty Attitudes
          Student Attitudes
          Learning Methods
          Occupational Therapy
          Accreditation
          Human
          Male
          Female
          Adult
          Middle Age
          Aged
          Cross Sectional Studies
          Open-Ended Questionnaires
          Descriptive Statistics
          Quantitative Studies
          Thematic Analysis
          T-Tests
          Pearson's Correlation Coefficient
          Convenience Sample
          Adult: 19-44 years
          Middle Aged: 45-64 years
          Aged: 65+ years
          Male
          Female
      ab: Gamification is an approach to game-based learning, also called educational games. These fun supplemental tools are infused into K-12 and higher education curriculums. This study aimed to discover faculty and student perspectives and explore gamification or game-based learning in accredited occupational therapy graduate programs through the lens of faculty (n = 47) and students (n =54). The primary researcher distributed two anonymous surveys: Survey 1 to current faculty and Survey 2 to students in occupational therapy programs, examining their use of game-based learning tools. The findings revealed that most faculty (n = 38, 85%) and students (n = 48, 92%) use gamification, such as Kahoot!, Quizlet, and Jeopardy, in their accredited programs. Ninety-six percent of OT students and 98% of OT faculty in graduate programs found gamification beneficial in their courses, which enhances student engagement and learning; however, faculty noted that the time required to set up these supplemental educational tools is a limiting factor.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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