Literature DB >> 29233319

Student perceptions of digital badges in a drug information and literature evaluation course.

Jay R Fajiculay1, Bhavini T Parikh2, Casey V Wright3, Amy Heck Sheehan4.   

Abstract

BACKGROUND AND
PURPOSE: The purpose of this article is to describe student perceptions of implementation of digital badges in a drug information and literature evaluation course. EDUCATIONAL ACTIVITY AND
SETTING: Two digital badges were developed as voluntary learning opportunities. Student perceptions were obtained through pre- and post-survey instruments consisting of selected questions from the Motivated Strategies for Learning Questionnaire.
FINDINGS: The response rate was 69% (106/153). At baseline, 53% of respondents agreed that digital badges could help them better understand course material. More students agreed they would share earned digital badges on LinkedIn (68%) than Facebook (19%). Most students who earned digital badges agreed that badges helped increase their confidence in course material (73%), focus on specific learning objectives (55%), look deeper into course competencies (64%), and were a useful adjunct to the traditional teaching method (82%). DISCUSSION AND
SUMMARY: Digital badges were perceived by students as a positive adjunct to learning and may provide a novel mechanism for development of an electronic skills-based portfolio.
Copyright © 2017 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Digital badges; Drug information; Electronic portfolio; Gamification; Literature evaluation

Mesh:

Year:  2017        PMID: 29233319     DOI: 10.1016/j.cptl.2017.05.013

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


  1 in total

Review 1.  Game-Based Learning in Pharmacy Education.

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

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