Literature DB >> 26089556

Are Serious Games a Good Strategy for Pharmacy Education?

Jeff Cain1, Peggy Piascik1.   

Abstract

Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.

Entities:  

Keywords:  educational technology; gamification of learning; serious gaming

Mesh:

Year:  2015        PMID: 26089556      PMCID: PMC4469013          DOI: 10.5688/ajpe79447

Source DB:  PubMed          Journal:  Am J Pharm Educ        ISSN: 0002-9459            Impact factor:   2.047


  12 in total

1.  Playing prosocial video games increases empathy and decreases schadenfreude.

Authors:  Tobias Greitemeyer; Silvia Osswald; Markus Brauer
Journal:  Emotion       Date:  2010-12

2.  Report of the 2013-2014 Academic Affairs Committee.

Authors:  Jeff Cain; Jeannine M Conway; Margarita V DiVall; Brian L Erstad; Paul R Lockman; John C Ressler; Amy H Schwartz; Scott Stolte; Ruth E Nemire
Journal:  Am J Pharm Educ       Date:  2014-12-15       Impact factor: 2.047

Review 3.  Systematic review of serious games for medical education and surgical skills training.

Authors:  M Graafland; J M Schraagen; M P Schijven
Journal:  Br J Surg       Date:  2012-10       Impact factor: 6.939

4.  Gamification and serious games for personalized health.

Authors:  Simon McCallum
Journal:  Stud Health Technol Inform       Date:  2012

5.  The use of gamification to boost residents' engagement in simulation training.

Authors:  B Price Kerfoot; Nicole Kissane
Journal:  JAMA Surg       Date:  2014-11       Impact factor: 14.766

6.  Serious gaming technology in major incident triage training: a pragmatic controlled trial.

Authors:  James F Knight; Simon Carley; Bryan Tregunna; Steve Jarvis; Richard Smithies; Sara de Freitas; Ian Dunwell; Kevin Mackway-Jones
Journal:  Resuscitation       Date:  2010-09       Impact factor: 5.262

7.  The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies.

Authors:  Douglas A Gentile; Craig A Anderson; Shintaro Yukawa; Nobuko Ihori; Muniba Saleem; Lim Kam Ming; Akiko Shibuya; Albert K Liau; Angeline Khoo; Brad J Bushman; L Rowell Huesmann; Akira Sakamoto
Journal:  Pers Soc Psychol Bull       Date:  2009-03-25

8.  Video games and higher education: what can "call of duty" teach our students?

Authors:  Nick Tannahill; Patrick Tissington; Carl Senior
Journal:  Front Psychol       Date:  2012-06-25

9.  Gamification: what it is and why it matters to digital health behavior change developers.

Authors:  Brian Cugelman
Journal:  JMIR Serious Games       Date:  2013-12-12       Impact factor: 4.143

10.  Just a fad? Gamification in health and fitness apps.

Authors:  Cameron Lister; Joshua H West; Ben Cannon; Tyler Sax; David Brodegard
Journal:  JMIR Serious Games       Date:  2014-08-04       Impact factor: 4.143

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  13 in total

1.  Impact of Novel Active-Learning Approaches Through iBooks and Gamification in a Reformatted Pharmacy Course.

Authors:  Melanie Dicks; Frank Romanelli
Journal:  Am J Pharm Educ       Date:  2019-04       Impact factor: 2.047

2.  Curricular Reform in Pharmacy Education Through the Lens of the Flexner Report of 1910.

Authors:  Ryan L Crass; Frank Romanelli
Journal:  Am J Pharm Educ       Date:  2018-09       Impact factor: 2.047

3.  Use of an Online Game to Evaluate Health Professions Students' Attitudes toward People in Poverty.

Authors:  Carriann E Richey Smith; Priscilla Ryder; Ann Bilodeau; Michele Schultz
Journal:  Am J Pharm Educ       Date:  2016-10-25       Impact factor: 2.047

Review 4.  Simulation-Based Education Implementation in Pharmacy Curriculum: A Review of the Current Status.

Authors:  Ghazwa B Korayem; Omar A Alshaya; Sawsan M Kurdi; Lina I Alnajjar; Aisha F Badr; Amjaad Alfahed; Ameera Cluntun
Journal:  Adv Med Educ Pract       Date:  2022-07-01

5.  Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes-themed Escape Room.

Authors:  Heidi N Eukel; Jeanne E Frenzel; Dan Cernusca
Journal:  Am J Pharm Educ       Date:  2017-09       Impact factor: 2.047

6.  Design and Implementation of a Novel Web-Based E-Learning Tool for Education of Health Professionals on the Antibiotic Vancomycin.

Authors:  Stuart Evan Bond; Shelley P Crowther; Suman Adhikari; Adriana J Chubaty; Ping Yu; Jay P Borchard; Craig Steven Boutlis; Wilfred Winston Yeo; Spiros Miyakis
Journal:  J Med Internet Res       Date:  2017-03-30       Impact factor: 5.428

Review 7.  Gaming science innovations to integrate health systems science into medical education and practice.

Authors:  Earla J White; Joy H Lewis; Lise McCoy
Journal:  Adv Med Educ Pract       Date:  2018-05-31

8.  Development of CliniPup, a Serious Game Aimed at Reducing Perioperative Anxiety and Pain in Children: Mixed Methods Study.

Authors:  Sarah Verschueren; June van Aalst; Anne-Marie Bangels; Jaan Toelen; Karel Allegaert; Connor Buffel; Geert Vander Stichele
Journal:  JMIR Serious Games       Date:  2019-06-01       Impact factor: 4.143

9.  The International Pharmacy Game: A Comparison of Implementation in Seven Universities World-Wide.

Authors:  Tanja Fens; Denise L Hope; Sarah Crawshaw; Eline Tommelein; Claudia Dantuma-Wering; Bertha Maria Verdel; Indrė Trečiokienė; Vibhu Solanki; Eugène P van Puijenbroek; Katja Taxis
Journal:  Pharmacy (Basel)       Date:  2021-07-13

10.  Development and Implementation of a Global Health Elective with a Drug Discovery Game for Pharmacy Students.

Authors:  Jordan R Covvey; Anthony J Guarascio; Lauren A O'Donnell; Kevin J Tidgewell
Journal:  Pharmacy (Basel)       Date:  2017-08-28
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