Abraham Olufunmilola, Tidd Maeleigh, Buechel Megan, Thakur Tanvee, Brown Randall
University of Wisconsin-Madison School of Pharmacy.
University of Wisconsin-Madison School of Medicine and Public Health.
Innov Pharm. 2020 Dec 8;11(4). doi: 10.24926/iip.v11i4.2937. eCollection 2020.
To explore second- and third-year student pharmacists' perspectives on the design and use of a digital game to teach opioid medication safety. To explore the game-based learning approach to teach about appropriate drug use and pediatric education.
The lead author developed MedSMART: Adventures in PharmaCity, an educational video game focused on adolescent opioid safety. Second- and third-year students in a Midwestern School of Pharmacy enrolled in an elective course focused on appropriate use of abused drugs, played the digital game during a classroom session on adolescent opioid misuse. Using a small group discussion guide, students summarized their reflections and perspectives on gameplay.
Students retained fundamental messages of the game including opioid safety and identified that social interactions contribute to decision-making and consequences of opioid misuse. Student pharmacists found the game's visual appearance engaging, dialogue amusing, and the settings and scenarios relatable. Feedback regarding game controls, environment, dialogue, instructions, and level summaries was provided by students to improve the game design and content. This project provides an example of a thoughtful approach to game-based learning in pharmacy classrooms with the purpose of enhancing student pharmacists' knowledge about opioid safety education, communication, social collaboration, and critical-thinking.
Future projects can further investigate student pharmacists' preferences of using game-based active learning. Additionally, retention rates of students from joint lectures and game-based learning activities can be analyzed.
探讨药学专业二、三年级学生对一款用于教授阿片类药物用药安全的数字游戏的设计与使用的看法。探讨基于游戏的学习方法在教授合理用药和儿科教育方面的应用。
第一作者开发了《MedSMART:药学城历险记》,这是一款专注于青少年阿片类药物安全的教育视频游戏。中西部一所药学院的二、三年级学生参加了一门关于滥用药物合理使用的选修课程,在一次关于青少年阿片类药物滥用的课堂上玩了这款数字游戏。学生们使用小组讨论指南,总结了他们对游戏玩法的反思和看法。
学生记住了游戏的基本信息,包括阿片类药物安全,并认识到社交互动会影响阿片类药物滥用的决策和后果。药学专业学生认为游戏的视觉效果吸引人、对话有趣,场景和情节也很容易理解。学生们就游戏控制、环境、对话、说明和关卡总结提供了反馈,以改进游戏设计和内容。该项目提供了一个在药学课堂中采用基于游戏的学习方法的范例,目的是增强药学专业学生在阿片类药物安全教育、沟通、社会协作和批判性思维方面的知识。
未来的项目可以进一步调查药学专业学生对基于游戏的主动学习的偏好。此外,可以分析联合讲座和基于游戏的学习活动中学生的留存率。