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Health Literacy and Game-Based Learning

Kurt Lewin taught us there's nothing more practical than a good theory. Before developing any new learning objects for HackHealth students, I became a student of health literacy and game-based learning. Through two six-week Coursera courses on gamification and serious gaming, combined with some independent research into health literacy, I built a foundational understanding of concepts critical to each field, all the better to design successful intersections between the two and thus facilitate positive learning experiences.

My Coursera courses introduced me to fundamental game-based learning (GBL) concepts such as: the player's journey; self-determination theory; player types; kinds of fun; game characteristics; function of play; elaboration likelihood model; persuasive structures within digital games; game impact classifications; activity loops; cognitive evaluation theory and overjustification effect; reward structures and categories; design process; as well as positive psychology's PERMA well-being theory and theory of flow.

My independent study of health literacy introduced me to fundamental concepts such as:  the content and context specific nature of health literacy; questions regarding adolescent and young adult (AYA) health literacy; health literacy measures; health literacy types; intersections between information literacy, digital literacy, and health literacy; and impact of health literacy on behavior.

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