Objective: This pilot project experimented with using a gamified learning experience (video game) to measure graduate health informatics students’ understanding of primary and secondary sources after completion of online, video instruction and Blackboard discussion board activities.
Methods: The research team focused on a single, course learning objective: identifying primary and secondary sources. Students in an online, informatics course completed a Pre-Test, learning module consisting of a video and discussion boards, educational game, qualitative survey, and a Post-Test.
Results: Students showed significant improvement from Pre-Test to Post-Test. The game scoring proved to be difficult to analyze precisely as an assessment tool, but the qualitative survey on students’ experience with the embedded librarian and the game was positive and provided the authors will valuable input on improving the course content and game experience.
Conclusion: Librarians with complimentary skill sets embedded in online coursescan assists professors with bringing new teaching methods and technology to engage students. Our students appreciated the teaching module in video format and thought that the game enhanced their learning experience. The authors learned that the students were the most highly motivated by the competition aspect of the game including the ability to improve their score and to compete against a time limit.
Keywords: Video Games, Embedded Librarians, Gamification, Assessment, Distance Learning, Informatics Education, Medical School Education, Higher Education.