ScholarWorks > HHS > OT > OJOT > Vol. 14 > Iss. 2 (2026)
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Chris Mulligan, OTD, OTR/L, CHT; Leslie Bennett, OTD, OTR/L, FAOTA; Donald Graves, Ph.D.
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.
Recommended Citation
Mulligan, C., Bennett, L., & Graves, D. F. (2026). The Use of Gamification in Occupational Therapy Education. The Open Journal of Occupational Therapy, 14(2), 1-11. https://doi.org/10.15453/2168-6408.2457
Comments
The authors declare that they have no competing financial, professional, or personal interest that might have influenced the performance or presentation of the work described in this manuscript.