July 25 ~ 26, 2025, Virtual Conference
Susan Toth-Cohen1 and Sara Stainthorpe2, 1College of Rehabilitation Sciences, Department of Occupational Therapy, Thomas Jefferson University, Philadelphia, USA, 2College of Nursing, Thomas Jefferson University, Philadelphia, USA
This paper presents a case study on developing and implementing metaverse-based VR simulations for training interprofessional health and human service students to work with vulnerable populations. Key challenges and strategies are discussed and include the need and justification for the simulation programs, the challenge of changing technology and educational trends over time and plans for enhancing existing programs and creating new programs and cases.
Virtual Worlds, Healthcare, Educational Technology, Interprofessional Education.
Oluwatoyin Kode, Department of Computer Science, Bowie State University, Maryland, USA
This literature review examines the role of gamification in enhancing student engagement and learning outcomes across diverse educational contexts. Grounded in psychological theories including SelfDetermination Theory, Flow Theory, Constructivist Learning Theory, and Behaviorism, the review synthesizes evidence on how game-design elements such as points, badges, leaderboards, challenges, and storytelling influence motivation, academic performance, and retention. Case studies of widely used platforms (e.g., Duolingo, Classcraft, Kahoot, Minecraft, ABCmouse) illustrate practical implementations and highlight both benefits and challenges. While research generally supports gamification's positive impact on engagement, findings are inconsistent across age groups, disciplines, and cultural settings. Limitations include an excessive reliance on extrinsic rewards, limited long-term studies, and not enough focus on accessibility and equity. Recommendations emphasize the need for adaptive, inclusive designs and rigorous evaluation of sustained effects. Overall, the findings highlight that although gamification offers considerable promise, its effectiveness depends greatly on thoughtful integration with sound pedagogical objectives.
Gamification, Student Engagement, Learning Outcomes, Motivation Theories, Educational Technology, Game-Based Learning, Self-Determination Theory, Digital Learning Tools.