Abstract
Smartphones and social media use among young adults is at an all-time high, and research has linked non-academic use to reduced long-term retention and exam performance. Students often perceive device use as a social device with little to no risk to their academic success, while social norms research documents frequent misperceptions of peer smartphone behaviors. Across health professions and health sciences education, gamification (e.g., interactive quiz platforms, gamified web modules) shows potential to improve knowledge and motivation. This mini-review examines research on the use of smartphones among college students, the effects of smartphone distractions in college classrooms, the limitations of traditional lecture-based instruction in modern learning environments, and how gamification can support applied learning in health education/public health. Lastly, this mini review suggests taking advantage of the opportunity that smartphones present in the classroom and offers recommendations regarding gamification for educators and researchers in health education and public health.