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...
| Publicado en: | Open Journal of Occupational Therapy (OJOT) Vol. 14; no. 2; pp. 1 - 14 |
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| Autores principales: | , , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
Open Journal of Occupational Therapy
Spring2026
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=194037754&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 194037754 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 21686408 HDL1 jtl: Open Journal of Occupational Therapy (OJOT) issn: 21686408 maglogo: N pubinfo: dt: Spring2026 vid: 14 iid: 2 pid: 94241 pub: Open Journal of Occupational Therapy place: Kalamazoo, Michigan artinfo: ui: 194037754 194037754 194037754 10.15453/2168-6408.2457 194037754 ppf: 1 ppct: 13 formats: fmt: @attributes: type: P tig: 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 refInfo: holdings: @attributes: islocal: N |
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