Gamifying education and mental health

Objectives: This article explores the advantages of using gamification in mental health, in addition to its potential use in training psychiatry residents by coupling it with the concept of digital andragogy, resulting in a prospective efficient teaching model for graduate and postgraduate medical e...

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Main Authors: Suhas Chandran, S N Prakrithi, M Kishor
Format: Article
Language:English
Published: Wolters Kluwer Medknow Publications 2018-01-01
Series:Archives of Medicine and Health Sciences
Subjects:
Online Access:http://www.amhsjournal.org/article.asp?issn=2321-4848;year=2018;volume=6;issue=2;spage=284;epage=289;aulast=Chandran
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author Suhas Chandran
S N Prakrithi
M Kishor
author_facet Suhas Chandran
S N Prakrithi
M Kishor
author_sort Suhas Chandran
collection DOAJ
description Objectives: This article explores the advantages of using gamification in mental health, in addition to its potential use in training psychiatry residents by coupling it with the concept of digital andragogy, resulting in a prospective efficient teaching model for graduate and postgraduate medical education. Materials and Methods: Databases such as PubMed and Google Scholar were searched for articles using the keywords such as digital andragogy, gamification, innovation in medical education, medical education, and mental health. Results: Using leader boards, rewards, and a host of innovative testing methods, gamification offers increased student engagement and satisfaction along with improved objective academic results emphasizing competency-based medical education. It has also been used in the management of various psychiatric conditions, especially depression, eating disorders, schizophrenia, depression, autism spectrum disorders, substance use, dementia, and traumatic brain injury. It has been shown to alter user behavior positively, leading to better control over illness and improved quality of life among these patients. Conclusion: Gamification is an extremely efficient method, positively impacting the academic performance when used by students. While it cannot replace traditional methods, they can be blended into an efficient teaching model. It can also be used in the management of several medical and psychiatric conditions in a creative and effective manner, although further research is needed to evaluate this potential.
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spelling doaj.art-ad4ae4e2d5134d888d85d612dbe483572022-12-22T03:04:33ZengWolters Kluwer Medknow PublicationsArchives of Medicine and Health Sciences2321-48482018-01-016228428910.4103/amhs.amhs_92_18Gamifying education and mental healthSuhas ChandranS N PrakrithiM KishorObjectives: This article explores the advantages of using gamification in mental health, in addition to its potential use in training psychiatry residents by coupling it with the concept of digital andragogy, resulting in a prospective efficient teaching model for graduate and postgraduate medical education. Materials and Methods: Databases such as PubMed and Google Scholar were searched for articles using the keywords such as digital andragogy, gamification, innovation in medical education, medical education, and mental health. Results: Using leader boards, rewards, and a host of innovative testing methods, gamification offers increased student engagement and satisfaction along with improved objective academic results emphasizing competency-based medical education. It has also been used in the management of various psychiatric conditions, especially depression, eating disorders, schizophrenia, depression, autism spectrum disorders, substance use, dementia, and traumatic brain injury. It has been shown to alter user behavior positively, leading to better control over illness and improved quality of life among these patients. Conclusion: Gamification is an extremely efficient method, positively impacting the academic performance when used by students. While it cannot replace traditional methods, they can be blended into an efficient teaching model. It can also be used in the management of several medical and psychiatric conditions in a creative and effective manner, although further research is needed to evaluate this potential.http://www.amhsjournal.org/article.asp?issn=2321-4848;year=2018;volume=6;issue=2;spage=284;epage=289;aulast=ChandranDigital andragogygamificationmedical educationmental healthpsychological theories
spellingShingle Suhas Chandran
S N Prakrithi
M Kishor
Gamifying education and mental health
Archives of Medicine and Health Sciences
Digital andragogy
gamification
medical education
mental health
psychological theories
title Gamifying education and mental health
title_full Gamifying education and mental health
title_fullStr Gamifying education and mental health
title_full_unstemmed Gamifying education and mental health
title_short Gamifying education and mental health
title_sort gamifying education and mental health
topic Digital andragogy
gamification
medical education
mental health
psychological theories
url http://www.amhsjournal.org/article.asp?issn=2321-4848;year=2018;volume=6;issue=2;spage=284;epage=289;aulast=Chandran
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