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.

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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
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article

The Use of Gamification in Occupational Therapy Education

Donald F. Graves, Chris Mulligan, Leslie Bennett
The Open Journal of Occupational Therapy
Educational Games and Gamification
article

The Use of Gamification in Occupational Therapy Education

Donald F. Graves, Chris Mulligan, Leslie Bennett
article en

Abstract

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.

The Open Journal of Occupational TherapyVol. 14(2)
Sage Colleges (US), Russell Sage College (US)
Quality Education
Openalex Percentile: Top 6%
Educational Games and Gamification
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The Use of Gamification in Occupational Therapy Education — Donald F. Graves, Chris Mulligan, et al. · The Open Journal of Occupational Therapy (2026) | TGRS Research Map | TGRS