Literature DB >> 33641741

Pharmacy students experience with PharmacyPhlash - a pilot educational board game.

Varsha Bangalee1, Frasia Oosthuizen2, Velisha Ann Perumal-Pillay2, Fatima Suleman2, Fiona Walters2.   

Abstract

BACKGROUND AND
PURPOSE: Pharmacy academics are consistently challenged to incorporate innovative, active-learning strategies to encourage student participation while imparting knowledge. To achieve this, a board game entitled "PharmacyPhlash" was developed by academics teaching in an undergraduate bachelor of pharmacy program. The study sought to document student experience on playing a pilot version of the game and to understand the design strengths and weaknesses as well as the ability of the game to achieve envisaged educational and competency outcomes. EDUCATIONAL ACTIVITY AND
SETTING: Third-year pharmacy students were invited to participate in the pilot study. Student experience was evaluated using a questionnaire to determine general characteristics of game-playing, students' perceived engagement in the game and its ability to fulfil its anticipated design objectives, how playing the game helped or limited learning, aspects students enjoyed/did not enjoy about the activity, and suggestions for improvement.
FINDINGS: Ten participants (six males, four females) volunteered for the pilot. Overall, playing the game improved understanding and application of knowledge and promoted sharing of knowledge and collaboration. Students were able to link pharmacy practice and pharmacology knowledge. It enhanced learners' ability to think and communicatee concisely and quickly. The competitive aspect of the game was the main negative associated with playing the game. Suggestions for improving the game included making it shorter, including mixed groups of students from different levels of study, and introducing a referee to oversee the game.
SUMMARY: The current study found that students reported high levels of satisfaction from playing the game.
Copyright © 2020 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Active learning; Board games; Pharmacy education

Mesh:

Year:  2020        PMID: 33641741      PMCID: PMC7921545          DOI: 10.1016/j.cptl.2020.10.016

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


  6 in total

1.  Use of educational games in the health professions: a mixed-methods study of educators' perspectives in the UK.

Authors:  Gillian Blakely; Heather Skirton; Simon Cooper; Peter Allum; Pam Nelmes
Journal:  Nurs Health Sci       Date:  2010-03       Impact factor: 1.857

2.  Crossword puzzles as a tool to enhance learning about anti-ulcer agents.

Authors:  Samit Shah; Launa M J Lynch; Lilia Z Macias-Moriarity
Journal:  Am J Pharm Educ       Date:  2010-09-10       Impact factor: 2.047

3.  Students perceptions of the incorporation of games into classroom instruction for basic and clinical pharmacokinetics.

Authors:  Adam M Persky; Jennifer Stegall-Zanation; Robert E Dupuis
Journal:  Am J Pharm Educ       Date:  2007-04-15       Impact factor: 2.047

4.  Using game format in small group classes for pharmacotherapeutics case studies.

Authors:  Jeegisha Patel
Journal:  Am J Pharm Educ       Date:  2008-02-15       Impact factor: 2.047

5.  Center for the Advancement of Pharmacy Education 2013 educational outcomes.

Authors:  Melissa S Medina; Cecilia M Plaza; Cindy D Stowe; Evan T Robinson; Gary DeLander; Diane E Beck; Russell B Melchert; Robert B Supernaw; Victoria F Roche; Brenda L Gleason; Mark N Strong; Amanda Bain; Gerald E Meyer; Betty J Dong; Jeffrey Rochon; Patty Johnston
Journal:  Am J Pharm Educ       Date:  2013-10-14       Impact factor: 2.047

Review 6.  Educational Games as a Teaching Tool in Pharmacy Curriculum.

Authors:  Mona Hassan Aburahma; Heba Moustafa Mohamed
Journal:  Am J Pharm Educ       Date:  2015-05-25       Impact factor: 2.047

  6 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.