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The Use of Gamification in Occupational Therapy Education

Year: 2026
Type: article
Study design: Observational Study
Abstract: 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.
Language: English
Field: Psychology
Open Access status: gold
Estimated APC paid: $300
OpenAlex ID: W7154568945
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