E-ISSN : 2983-3973
Background; Motivation enables students to learn in a self-directed attitude and is positively correlated with academic achievement. Although previous surveys have shown the need to supplement teaching methods to motivate learners in Korean medicine education, how students are motivated to learn and how to motivate students remains unknown. Methods and Results; The present study suggests a case of applying gamification to motivate learning in a Radiology class at a single College of Korean medicine. Kahoot! was used in two sessions of the Radiology class on Trauma and the Lumbar spine. The game mechanisms of Kahoot! such as time, points, and leaderboards drove learners’ motivation and concentration. Discussion and Conclusion; Quiz is feasible in Korean medicine education since it can also be applied in large classes. Nevertheless, the possibility of students feeling afraid of losing or stressed should be considered when applying Kahoot! in class. This case will be useful in introducing gamification in Korean medicine education and further research.