Scientific Programme
Abstract
Register
Abstract
Year 2021
October 2021

SHBC1021

Abstract Title
Helping our learners to Game-on: our experience with challenges in using gamification to teach junior doctors
Authors

Z.Y.J KOH1, C.E ONG1, N.P MALLAWATANTRI1

Institutions

Tan Tock Seng Hospital1

Background & Hypothesis

Our department of General Medicine has been using a mobile application Quitch to engage our Post-Graduate Year One (PGY1) doctors. Despite good feedback, we have observed that the non-participation rate per batch of new doctors have been around 35-40%.

The objective of our study is to find out the motivating factors for our learners to participate in the gamified mobile application, as well as assess the strategies implemented by the Department to improve participation rates, such as frequent announcements, new content, and rewards.

Methods

All PGY1 doctors rotating through the department were required to download the mobile application Quitch as part of their training. At the end of the posting, they were invited to participate in a Questionnaire on Google Forms. The survey was completely anonymous. They were asked questions on how they perceived the usefulness of the mobile application for their learning and motivating factors for them to play the mobile game.

Results

76% of the participants stated that seeing new and interesting content was the motivating factor for participation, while 67% stated that tangible rewards was the motivating factor. However, gamification factors such as moving up the ranks in the leadership board (36%) and attainment of badges (41%) were less motivating for them.

Discussion & Conclusion

Our learners are working professionals who differ from students that have different reported motivations in using a gamified application for learning e.g. badges and leadership board. For our junior doctors, having new and interesting content and tangible rewards were more motivating factors for them.

Top