Literature DB >> 35517382

Students' perceptions of an in-house developed pharmacy serious game for professional skills training.

Kevin Yi-Lwern Yap1, Shawn Ignatius Boon Heng Tan2, Kai Zhen Yap3, John Yin Gwee Yap4.   

Abstract

Background: An in-house three-dimensional (3D) multiplayer online role-playing game was developed for professional skills training of pharmacy students. Students play the game in a post-apocalyptic world to save humankind from zombies. They solve virtual patient encounters through visual and motion-capture technologies. Their gaming perceptions and experiences were investigated. Method: A self-administered questionnaire obtained participants' demographics, gaming interests, perceptions of game effectiveness, preferences on gaming elements and gameplay experience through the Game Engagement Questionnaire (GEQ). Pre-gameplay and post-gameplay assessments were tracked to assess student learning. Descriptive statistics and paired sample t-tests were used for analysis.
Results: Fifty-five students were recruited. Two-thirds of the gameplay group (67.9%) liked the post-apocalyptic fantasy settings and heroic storyline (66.0%). Three quarters liked the modern setting (73.1%), authentic plots (73.5%) and plot animations (72.3%). Participants felt the game was effective in training health communication and patient history-taking skills (81.8%). Participants' test scores for counselling increased from 66.1%±7.6% (pre-gameplay) to 70.3%±8.0% (post-gameplay, p=0.004). The highest scoring GEQ dimension was sensory and imaginative immersion (2.92±0.74).
Conclusion: Students found the game useful for pharmacy professional skills training. With proper implementation, this game can become a useful tool to enhance student learning and gear them towards clinical practices. © Author(s) (or their employer(s)) 2020. No commercial re-use. See rights and permissions. Published by BMJ.

Entities:  

Keywords:  game-ification; pharmacy; serious gaming; simulation-based education; virtual reality

Year:  2020        PMID: 35517382      PMCID: PMC8936978          DOI: 10.1136/bmjstel-2019-000547

Source DB:  PubMed          Journal:  BMJ Simul Technol Enhanc Learn        ISSN: 2056-6697


  6 in total

1.  Gaming Preferences, Motivations, and Experiences of Pharmacy Students in Asia.

Authors:  Huan Ying Chang; Li Lian Wong; Kai Zhen Yap; Kevin Yi-Lwern Yap
Journal:  Games Health J       Date:  2016-01-21

2.  Herbopolis - A mobile serious game to educate players on herbal medicines.

Authors:  Ryan Wei Xuan Ee; Kai Zhen Yap; Kevin Yi-Lwern Yap
Journal:  Complement Ther Med       Date:  2018-05-16       Impact factor: 2.446

Review 3.  Entrustable Professional Activities for Pharmacy Practice.

Authors:  Amy L Pittenger; Scott A Chapman; Caitlin K Frail; Jean Y Moon; Megan R Undeberg; Jordan H Orzoff
Journal:  Am J Pharm Educ       Date:  2016-05-25       Impact factor: 2.047

4.  A Computer Simulation of Community Pharmacy Practice for Educational Use.

Authors:  Ivan Bindoff; Tristan Ling; Luke Bereznicki; Juanita Westbury; Leanne Chalmers; Gregory Peterson; Robert Ollington
Journal:  Am J Pharm Educ       Date:  2014-11-15       Impact factor: 2.047

5.  An open randomized controlled study comparing an online text-based scenario and a serious game by Belgian and Swiss pharmacy students.

Authors:  Jérôme Berger; Noura Bawab; Jeremy De Mooij; Denise Sutter Widmer; Nicolas Szilas; Carine De Vriese; Olivier Bugnon
Journal:  Curr Pharm Teach Learn       Date:  2018-01-11

6.  Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study.

Authors:  Huan Ying Chang; David Yan Hong Poh; Li Lian Wong; John Yin Gwee Yap; Kevin Yi-Lwern Yap
Journal:  JMIR Med Educ       Date:  2015-05-11
  6 in total

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