Summary: | Gamification is a term used to describe using game elements in non-game environments to enhance user experience. It has been incorporated with commercial success into several platforms (Linkedin, Badgeville, Facebook) this has made some researchers theorize that it could also be used in education as a tool to increase student engagement and to drive desirable learning behaviors on them. While in the past years some game elements have been incorporated to healthcare there is still little evidence on how effective they are.
Game elements provide engagement consistent with various theories of motivation, positive psychology (e.g., flow), and also provide instant feedback. Feedback is more effective when it provides sufficient and specific information for goal achievement and is presented relatively close in time to the event being evaluated. Feedback can reference individual progress, can make social comparisons, or can refer to task criteria.
Electronic personal health record systems (PHRs) support patient centered healthcare by making medical records and other relevant information accessible to patients, thus assisting patients in health self-management. A particularly difficult data set that is often difficult to capture are those regarding social and cultural background information. This data set is not only useful to help better healthcare system management, it is also relevant as it is used for epidemiological and preventive purposes.
We used gamified mechanics that involve instant feedback to test if they would increase patient’s personal data validation and completion in our PHR as well as overall PHR use. On our presentation we will describe our results and the story behind them.
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