| Literature DB >> 35076609 |
Julie H Oestreich1, Jason W Guy2.
Abstract
Game-based learning (GBL) involves adding game elements to non-game activities to encourage engagement. Pharmacy curricula are required to incorporate active learning to meet accreditation standards. The literature supports that well-designed GBL holds the attention of students and improves knowledge in some instances. Furthermore, these adaptable experiences can be leveraged for a variety of content areas in pharmacy education. Some activities utilized by educators require large amounts of technological expertise, while others involve minimal use of technology. The incorporation of technology can create highly immersive experiences for learners; however, there are barriers (e.g., financial and technology prowess) to implementation compared to simpler designs. One area of GBL that is not well defined in the literature is how to adequately assess student learning outcomes. Most current studies describe subjective attitudes and confidence or assess content knowledge through objective pre- and post-tests. In the future, more defined and connected methods for assessment-such as active demonstrations within the game-will be needed to better incorporate GBL into pharmacy curricula. Based on the collective evidence in the literature, some GBL activities may serve as useful tools to improve pharmacy student engagement and learning.Entities:
Keywords: educational games; game-based learning; pharmacy; pharmacy assessment; pharmacy education; serious games; technology
Year: 2022 PMID: 35076609 PMCID: PMC8788493 DOI: 10.3390/pharmacy10010011
Source DB: PubMed Journal: Pharmacy (Basel) ISSN: 2226-4787
Topics covered by GBL in the literature.
| Content Areas Utilizing GBL |
|---|
|
|
| Immunology |
| Diabetes Treatment |
| Therapeutic Decision Making |
| Medication Histories and Reconciliation |
| Nonprescription Pharmacy |
|
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| Drug Information and Literature Evaluation |
| Community Pharmacy |
| Leadership |
| Business of Healthcare |
| Healthcare Communication |
| Pharmacy Management |
GBL activities ranked by technology usage.
| Technology Usage * | Design Features | References | Example Content Areas | Advantages/Disadvantages |
|---|---|---|---|---|
| High Tech/High Immersion | Advanced software simulations. Many 3D simulations. Some utilize player roles or avatars. | [ | Community Pharmacy, Herbal Medicine, Immunology, Opioids | Advantage: High engagement, High quality experiences |
| Moderate Technology/High Immersion | Simulations followed by quiz tools. Fantasy League focused on investment. Mystery case tool that assigns patient characteristics for a case. | [ | Health Care Industry, Medication Histories | Advantage: High engagement |
| Moderate Technology/Low Immersion | Quiz format using online platforms/tools. Digital badges for completion of work. | [ | Pharmacotherapy, Drug Information & Literature Evaluation | Advantage: Less cost and time consumption compared to high tech GBL activities |
| Low Technology/High Immersion | Escape Room, Amazing Race® design | [ | Toxicology, Diabetes, Good Manufacturing Practices, Nonsterile Compounding, Pharmacy Leadership | Advantage: High engagement, Creative approach |
| Low Technology/Low Immersion | Jeopardy® questions, Name that drug | [ | Review Style Games | Advantage: Ease of implementation in course, highly adaptable |
* High Technology = Utilized advanced software or game design. Moderate Technology = Utilized basic software. Low Technology = Limited use of software.
Design and Assessment of GBL.
| Authors of Study | Content Area | Design | Summary of Results | Effectiveness |
|---|---|---|---|---|
| Khalafalla et al. [ | Immunology–Transplantation | Divided students into teams for quizzes, cases, and Kahoot | Improved team-based scores on quizzes | Improved scores on quiz or post survey |
| Nabhani et al. [ | Drug Information | Web-based quiz to assess retrieval ability in a national formulary. | 93% of students felt the game helped them in the course. 55% of students had improved confidence. Significant improvement in quiz scores ( | |
| Kavanaugh et al. [ | Treatment of Diabetes | Escape Room | Improved knowledge scores on post survey ( | |
| Berthod et al. [ | Chemotherapy Good Manufacturing Practices | Escape Room | Increased scores on post survey ( | |
| Korenoski et al. [ | Toxicology/Acute Care | Lock box kit stores clues to the game. Similar to escape room design. | Increased confidence related to toxicology and post-test scores | |
| Caldas et al. [ | Nonsterile compounding | Escape Room | Increased median assessment scores ( | |
| Baker et al. [ | Leadership Concepts | Escape Room | Significant increase in understanding of leadership concepts ( | |
| Eukel et al. [ | Diabetes | Escape Room | Improvement in knowledge ( | |
| Richey Smith et al. [ | Perspectives of patients in poverty | Online simulation using SPENT simulator tool | Improved post-survey scores ( | |
| Devraj et al. [ | Pharmacy Management Course | Software App utilizing timed quizzes and multiple levels | Engaging app, but knowledge scores did not improve | Beneficial but no improvement in knowledge scores |
| Berger et al. [ | Cough Therapy | Software that created 3D simulation of community pharmacy | No difference in clinical knowledge scores, however students felt more confident | |
| Bindoff et al. [ | Community Pharmacy | Software game that created 3D simulation of community pharmacy | Students found the game enjoyable, but knowledge scores did not improve significantly | |
| Ee et al. [ | Herbal Medicine | Mobile game utilizing simulations. Players manage a city specializing in herbal products. | No significant association between time spent playing the game and quiz scores ( | |
| Dicks et al. [ | Nonprescription Pharmacy | Name that drug, Scavenger Hunts, Nonprescription Jeopardy | Examination scores did not improve in the GBL cohort of students. Improvements in course evaluations. | |
| Dell et al. [ | Pharmacotherapy Review | Kahoot! to review key concepts | Student scores on the review game correlated with course grades. Students submitted questions used in the game. | Focused measurement on confidence/engagement/enjoyment/collaboration, leadership, communication |
| Abraham et al. [ | Opioid Safety | Developed software allows players to participate with a character in multiple levels | Themes identified were avoidance of medication misuse and engaging game design | |
| Duffull et al. [ | Therapeutic Decision Making | Patient simulation using software platform | Thematic analysis identified improvements of feeling in control and ability to make decisions | |
| Sando et al. [ | Medication Histories and Reconciliation | Mystery case tool that randomly assigned patient characteristics for students to evaluate | Students felt the activity was valuable and applicable. | |
| Gorman [ | Drug Information | Amazing Race challenges focused on using drug databases | Improved collaboration between instructors. More engaging for students | |
| Cusick [ | Immunology Review | Jeopardy style game using clickers | Students found the game engaging | |
| Kayyali et al. [ | Drug Information | Web-based software with quiz format and multiple player types to retrieve info from a national formulary | Most students would play the game again as a revision tool or because it was fun | |
| Wolf et al. [ | Business of Healthcare | Fantasy League focused on investment | Increased confidence in topics surveyed | |
| Lam et al. [ | Healthcare Communication | Software simulation including player avatars | Students found the software a worthwhile learning experience | |
| Cain [ | Pharmacy Management | Escape Room | Escape room more engaging than traditional classroom experience | |
| Fajiculay et al. [ | Drug Information and Literature Evaluation | Digital badges given to students for optional work | Increased confidence after obtaining a digital badge | |
| Barber et al. [ | Immunology | Software simulation using different player roles | Choice impacted enjoyment in the student experience | |
| Fens et al. [ | Community Pharmacy Patient Counseling and Prescription Processing | Software that simulates community pharmacy | Students value the game but want more direct feedback. |