Literature DB >> 29180148

Game on: The gamification of the pharmacy classroom.

Leah Sera1, Erin Wheeler2.   

Abstract

BACKGROUND: Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education.
OBJECTIVE: The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula. DISCUSSION: Many examples of game-based learning in pharmacy and other health professional curricula have been published, however the body of literature on DGBL is less developed. Overall, evaluations of these techniques show that students find them engaging and enjoyable. A recent meta-analysis of studies comparing DGBL to non-game based learning in primary, secondary, post-secondary education found that DGBL significantly enhances learning. Challenges to implementing game-based learning are financial, cultural, and technological.
CONCLUSION: Many areas of the pharmacy curriculum could be appropriate for digital gamification. With more students entering pharmacy school familiar with video games and game-based living the time has come for pharmacy educators to explore how these instructional technologies could benefit a new generation of pharmacy students. As serious games are developed and researched in pharmacy curricula, test scores, student confidence in knowledge and skills, and retention of knowledge and skills are all outcomes that, if published, will help advance the adoption of DGBL into the pharmacy school classroom.
Copyright © 2016 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Active learning; Game-based learning; Gamification; Pharmacy education

Mesh:

Year:  2016        PMID: 29180148     DOI: 10.1016/j.cptl.2016.08.046

Source DB:  PubMed          Journal:  Curr Pharm Teach Learn        ISSN: 1877-1297


  4 in total

1.  Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study.

Authors:  Guadalupe Molina-Torres; Miguel Rodriguez-Arrastia; Raquel Alarcón; Nuria Sánchez-Labraca; María Sánchez-Joya; Pablo Roman; Mar Requena
Journal:  JMIR Serious Games       Date:  2021-03-24       Impact factor: 4.143

2.  Examining Student Motivation to Use a Gamified System in an Immunology and Immunization Training Course.

Authors:  Connie S Barber; Konstantina Stavroulaki; Catherine D Santanello
Journal:  Innov Pharm       Date:  2020-11-18

Review 3.  Game-Based Learning in Pharmacy Education.

Authors:  Julie H Oestreich; Jason W Guy
Journal:  Pharmacy (Basel)       Date:  2022-01-06

4.  Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics.

Authors:  Ghada Bawazeer; Ibrahim Sales; Huda Albogami; Ahmed Aldemerdash; Mansour Mahmoud; Majidah A Aljohani; Abdullah Alhammad
Journal:  BMC Med Educ       Date:  2022-04-11       Impact factor: 2.463

  4 in total

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