Epilepsy & Seizure
Online ISSN : 1882-5567
ISSN-L : 1882-5567
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Practical use of gamification at the 54th Japan Epilepsy Society annual meeting
Yu KitazawaNaoki IkegayaNaoto KurodaKiyohito Terada
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2022 Volume 14 Issue 1 Pages 1-9

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Abstract

Purpose: Webinar has more difficulty than face-to-face lectures in interacting with participants. Gamification is a way to motivate participants by applying games to non-game activities. We hypothesized that using Kahoot®, a gamification software, in webinars can enhance participants' satisfaction.

Methods: At the 54th Annual Meeting of the Japanese Epilepsy Society, members of Japan Young Epilepsy Section (YES-Japan), which is a national chapter of The Young Epilepsy Section of the International League Against Epilepsy (ILAE-YES), had a webinar session with the theme of “Efficient electroencephalography (EEG) education”. It consisted of a questionnaire by Kahoot, an educational lecture, and discussions. The questionnaire consisted of (1) participants' background, (2) EEG learning experience, and (3) feedback to the webinar. To assess the participants' satisfaction, the responses of those who participated in all three parts were analyzed.

Results: The average number of participants in each part of the questionnaire was 32.3 ± 4.7, and 23 participated in all parts. When asked whether Kahoot helped share opinions, of the 23 participants, 17 (74%) answered “very much” and 4 (17%) answered “a little”. When asked whether the session was meaningful, 12 (52%) answered “very much” and 7 (30%) answered “a little”.

Discussion: The participants successfully accepted the attempt to use Kahoot in the webinar. Gamification in webinars may increase participants' satisfaction and be helpful in formative assessment.

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© 2022 The Japan Epilepsy Society
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