The Use of Gamification in Occupational Therapy Education
Gamification is an approach to game-based learning, also called educational games. These fun supplemental tools are infused into K-12 and higher education curriculums. This study aimed to discover faculty and student perspectives and explore gamification or game-based learning in accredited occupational therapy graduate programs through the lens of faculty (n = 47) and students (n =54). The primary researcher distributed two anonymous surveys: Survey 1 to current faculty and Survey 2 to students in occupational therapy programs, examining their use of game-based learning tools. The findings revealed that most faculty (n = 38, 85%) and students (n = 48, 92%) use gamification, such as Kahoot!, Quizlet, and Jeopardy, in their accredited programs. Ninety-six percent of OT students and 98% of OT faculty in graduate programs found gamification beneficial in their courses, which enhances student engagement and learning; however, faculty noted that the time required to set up these supplemental educational tools is a limiting factor.
Authors
- Donald F. Graves (ORCID: https://orcid.org/0000-0001-9691-5640)
- Chris Mulligan
- Leslie Bennett
Institutions
- Sage Colleges (US)
- Russell Sage College (US)
Publication Details
- Journal
- The Open Journal of Occupational Therapy
- Published
- 2026-04-15
- DOI
- https://doi.org/10.15453/2168-6408.2457
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00