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Record W2899790946 · doi:10.1093/geroni/igy023.3041

MOBILIZE RAPID RESEARCH KNOWLEDGE UPTAKE BY USING GAMIFICATION

2018· article· en· W2899790946 on OpenAlexaffabout
Lillian Hung, Ryan Hung

Bibliographic record

VenueInnovation in Aging · 2018
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsUniversity of British ColumbiaVancouver General Hospital
Fundersnot available
KeywordsParticipatory action researchKnowledge translationCitizen journalismPsychologyPresentation (obstetrics)Action (physics)Unit (ring theory)DementiaMedical educationAction researchHealth careTest (biology)NursingKnowledge managementMedicinePedagogyDiseaseSociologyComputer scienceMathematics education

Abstract

fetched live from OpenAlex

The topic of what motivates staff to accept new research knowledge and apply in practice is an important one to explore. This project involves using gamification (game thinking and mechanics) to support rapid knowledge uptake. The traditional academic publication offers limited effectiveness as practitioners often find the content boring and difficult to retain. This project aimed to increase engagement, accessibility, knowledge, and effectiveness of research knowledge uptake in dementia care among hospital staff. We took a participatory action approach to engage staff to co-design an online game, called the ART & SCIENCE of Person-Centred Care for learning 10 basic care techniques identified in a dementia research led by the first author. A total of 70 staff members (nurses, physicians, occupational therapist, physiotherapist, and unit clerk) in the medical and mental health programs of Vancouver General Hospital were involved in testing the games by using multiple action cycles. The project was evaluated by a knowledge test and a survey of staff experience. Over 200 staff played the online game to learn dementia care techniques. Staff reported that they not only gained knowledge and skills in caring for patients with dementia but also had fun and enjoyed the competition. The social experience associated with the game stimulated ongoing engagement and active learning among people in the hospital. In this presentation, we will demonstrate what we have learned about the impact of applying gamification in knowledge translation. Impacts related to improvements in knowledge and engagement will be discussed.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.014
metaresearch head score (Gemma)0.026
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Methods · Consensus signal: none
Teacher disagreement score0.014
Threshold uncertainty score0.075

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0140.026
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0020.001
Science and technology studies0.0010.002
Scholarly communication0.0040.003
Open science0.0020.007
Research integrity0.0020.002
Insufficient payload (model declined to judge)0.0040.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.180
GPT teacher head0.473
Teacher spread0.293 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreMethods

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2018
Admission routes2
Has abstractyes

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