Abstract
A key motivator for the use of serious games has been the notion that “gamification” provides users with an additional level of engagement. This study examines a traditional model of usability in terms of engagement and efficacy, presenting the results obtained from a formative evaluation of a serious game prototype that has been developed to assist in pharmacy education.
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Hookham, G., Nesbitt, K., Cooper, J., Croft, H., Rasiah, R. (2015). Gamification for Education: Designing a Pharmacy Education Game. In: Chalup, S.K., Blair, A.D., Randall, M. (eds) Artificial Life and Computational Intelligence. ACALCI 2015. Lecture Notes in Computer Science(), vol 8955. Springer, Cham. https://doi.org/10.1007/978-3-319-14803-8_12
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DOI: https://doi.org/10.1007/978-3-319-14803-8_12
Publisher Name: Springer, Cham
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