Hursman Allison, Petry Natasha J, Brynjulson Rebecca, Frenzel Jeanne, Miller Donald, Monson Elizabeth, Orr Megan, Richter Lisa M, Viets Nice Joan
Essentia Health - Population Health.
North Dakota State University - School of Pharmacy.
Innov Pharm. 2024 May 31;15(2). doi: 10.24926/iip.v15i2.5706. eCollection 2024.
Gamification is used in pharmacy education as an innovative learning strategy to engage learners with educational content. The March Medication Madness activity used bracketology, a type of gamification not previously described in pharmacy education literature, to increase student engagement and knowledge of key disease states. The activity was developed for use in a capstone course during the final semester of the didactic pharmacy curriculum. Students created medication-related pearls that were placed in a tournament-style bracket. Students then completed brackets to predict the winning pearls and voted biweekly to determine the most clinically significant pearl. Student knowledge was assessed pre- and post-activity along with a post-activity perception assessment. Of the 52 student participant responses, most agreed or strongly agreed that the activity increased understanding and stimulated interest in course material, while adding a fun element to the course. There was a statistically significant increase ( = .002) in the average percentage of multiple-choice questions students answered correctly from the pre-test (57.7% ± 1.5%) to the posttest (63.1% ± 1.9%). Pearls that received the most votes were no more likely to be associated with an increase in knowledge than pearls receiving fewer votes. Implementation of a bracketology activity was perceived by students as fun, engaging, and beneficial in understanding course material. However, increase in knowledge was limited. This shows the importance of structuring gamification in a way that provides educational value and underscores the need to modify the activity to promote student learning.
游戏化被用作药学教育中的一种创新学习策略,以使学习者参与到教育内容中。“三月药物疯狂”活动采用了赛程编排法,这是一种此前未在药学教育文献中描述过的游戏化形式,以提高学生的参与度和对关键疾病状态的了解。该活动是为在药学教学课程最后一学期的顶点课程中使用而开发的。学生们创建了与药物相关的要点,并将其放入类似锦标赛的赛程表中。然后,学生们完成赛程表以预测获胜的要点,并每两周投票一次,以确定最具临床意义的要点。在活动前后对学生的知识进行了评估,并进行了活动后的认知评估。在52名学生参与者的反馈中,大多数人同意或强烈同意该活动增强了对课程材料的理解并激发了兴趣,同时为课程增添了有趣的元素。学生在多项选择题中正确回答的平均百分比从测试前的(57.7%±1.5%)到测试后的(63.1%±1.9%)有统计学上的显著增加(P = 0.002)。获得最多选票的要点与获得较少选票的要点相比,与知识增加的关联可能性并没有更高。学生们认为实施赛程编排法活动有趣、吸引人且有助于理解课程材料。然而,知识的增加是有限的。这表明以提供教育价值的方式构建游戏化的重要性,并强调了修改活动以促进学生学习的必要性。