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Gamification in Medical Education

Date: 16 Sep 2022, Friday | Time: 1445 - 1615 | Track Type: Main Conference Workshop | Format: Face-to-face | Venue: Seminar Room L1-S3, Academia

Speakers: Dr Pek Jen Heng, Dr Sashikumar Ganapathy, Dr Ho Kah Ying Selina, Dr Imelda Lustestica Ereno & Dr Lee Shu Woan


Please note that this workshop is in high demand and is currently oversubscribed. All new registrants will be placed on a waiting list and will be notified by 9 September should there be available spots. Kindly accept our apologies that you will not be able to attend the workshop in the event you do not hear from us.


Gamification in medical education is the application of game design elements to the learning context. It uses game thinking and dynamics to increase engagement of learners and motivate them to acquire new knowledge, skill and attitude. It can stimulate active participation to improve educational outcomes.

This workshop will provide an overview to the concept of gamification in medical education and highlight the pedagogical principles supported by gamification. Participants can understand the benefits, challenges and applications of gamification through sharing by clinicians and game developers about their experience in developing games for medical education. Through the sharing sessions, important principles are highlighted and participants can learn about translating intent to game development, process of game development, assessment of outcomes, acting on feedback about the game, as well as opportunities and applications of gamification.

Learning Outcome(s):

By the end of the workshop, participants will be able to:

  • Define what is gamification in medical education
  • Identify the pedagogical principles supported by gamification
  • Discuss the benefits of gamification in medical education
  • Discuss the challenges of gamification in medical education
  • Describe the applications of gamification in medical education

Participants will get to hands-on experience about the games and an informal qualitative discussion will be held at the end of the workshop.

Target Audience:

Participants who are curious about gamification in medical education and interested or planning to apply it to their teaching. There is no need to have any prerequisite level of knowledge or experience related to the topic.


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