Gamification in the Education of Health Professions


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The provision of patient care in a major health service depends critically on effective clinical training for health professionals. Clinical professionals had previously received training using didactic teaching techniques. Interactive technology is used by progressive methodologies to promote problem-solving. In order to integrate non-traditional training techniques into current courses, a facilitator's guide was created as part of this project, which also investigated two modern learning activities that had been tested inside allied health and nursing training courses. The modern activities to be tested included game-based learning platforms. The findings showed that modern learning techniques did raise learner motivation, participant engagement, and general performance in terms of training material understanding. Improvements in learning retention and recall were also seen when students actively engaged with the training material and with other students.

In July 2014, the Top End Health Service was launched, integrating hospital, primary health, elderly care, and numerous other services throughout the Top End. The 241,196 inhabitants are spread out over a vast area and have a high prevalence of chronic illnesses. The provision of health services to TEHS is significantly hampered by the intricate relationship between chronic diseases and a wide range of socio demographic and risk behaviours. Delivering safe, high-quality, patient-centered healthcare services is the main responsibility of healthcare professionals in TEHS. While preserving the specialised strengths of various health professions, inter professional practise and teamwork are essential. The educational pedagogy of the health sector shows that there is a considerable emphasis on teamwork and communication. The criteria for clinical training can be divided into many groups. As a condition of employment with the Northern Territory Government, health professionals are required to ensure that they have fulfilled all mandatory training requirements.

The health results of patients in the Top End are significantly influenced by allied health and nursing personnel. There are about 280 allied health professionals and 2000 nurses working in the multigenerational workforce today. The training methods and content must be relevant and interesting in order to effectively instruct these adult learners. Over the course of a person's lifetime, their neuroplasticity as a learner evolves. An adult human's brain is not at all hardwired. It is thought that learning through play speeds up synapses in the brain. Learning environments can be made more engaging and rewarding by including gamification or game design aspects. A few of the many benefits of game-based learning include that it keeps students interested, improves their recollection of key ideas, and turns dry material into something enjoyable.