Archives of Medicine and Health Sciences

SPECIAL ARTICLE
Year
: 2018  |  Volume : 6  |  Issue : 2  |  Page : 284--289

Gamifying education and mental health


Suhas Chandran1, SN Prakrithi2, M Kishor2 
1 Department of Psychiatry, St. John's Medical College and Hospital, St. John's National Academy of Health Sciences, Bengaluru, Karnataka, India
2 Department of Psychiatry, JSS Medical College and Hospital, JSS Academy of Higher Education and Research, Mysuru, Karnataka, India

Correspondence Address:
Dr. Suhas Chandran
Department of Psychiatry, St. John's Medical College and Hospital, St. John's National Academy of Health Sciences, Bengaluru - 560 034, Karnataka
India

Objectives: This article explores the advantages of using gamification in mental health, in addition to its potential use in training psychiatry residents by coupling it with the concept of digital andragogy, resulting in a prospective efficient teaching model for graduate and postgraduate medical education. Materials and Methods: Databases such as PubMed and Google Scholar were searched for articles using the keywords such as digital andragogy, gamification, innovation in medical education, medical education, and mental health. Results: Using leader boards, rewards, and a host of innovative testing methods, gamification offers increased student engagement and satisfaction along with improved objective academic results emphasizing competency-based medical education. It has also been used in the management of various psychiatric conditions, especially depression, eating disorders, schizophrenia, depression, autism spectrum disorders, substance use, dementia, and traumatic brain injury. It has been shown to alter user behavior positively, leading to better control over illness and improved quality of life among these patients. Conclusion: Gamification is an extremely efficient method, positively impacting the academic performance when used by students. While it cannot replace traditional methods, they can be blended into an efficient teaching model. It can also be used in the management of several medical and psychiatric conditions in a creative and effective manner, although further research is needed to evaluate this potential.


How to cite this article:
Chandran S, Prakrithi S N, Kishor M. Gamifying education and mental health.Arch Med Health Sci 2018;6:284-289


How to cite this URL:
Chandran S, Prakrithi S N, Kishor M. Gamifying education and mental health. Arch Med Health Sci [serial online] 2018 [cited 2020 Jan 20 ];6:284-289
Available from: http://www.amhsjournal.org/article.asp?issn=2321-4848;year=2018;volume=6;issue=2;spage=284;epage=289;aulast=Chandran;type=0