Objective. To design an educational game that will increase third-year professional pharmacy students' knowledge of diabetes mellitus disease management and to evaluate their perceived value of the game. Methods. Faculty members created an innovative educational game, the diabetes escape room. An authentic escape room gaming environment was established through the use of a locked room, an escape time limit, and game rules within which student teams completed complex puzzles focused on diabetes disease management. To evaluate the impact, students completed a pre-test and post-test to measure the knowledge they've gained and a perception survey to identify moderating factors that could help instructors improve the game's effectiveness and utility. Results. Students showed statistically significant increases in knowledge after completion of the game. A one-sample t-test indicated that students' mean perception was statistically significantly higher than the mean value of the evaluation scale. This statically significant result proved that this gaming act offers a potential instructional benefit beyond its novelty. Conclusion. The diabetes escape room proved to be a valuable educational game that increased students' knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.
Objective. To develop, implement, and evaluate the use of electronic medical records (EMRs) in disease state management activities to teach pharmacy students patient-centered care skills. Design. Faculty created 12 patient cases and an EMR for each simulated patient. Students used the information in the EMR to confirm the presence of a disease in their patient; to design and monitor an evidence-based patient-centered care plan, and document their assessment, medication, and monitoring recommendations; and to follow up in a SOAP (subjective, objective, assessment, plan) note format within the EMR. Assessment. A precourse and postcourse survey instrument was administered to assess students' perceived gains in knowledge and attitudes regarding the use of EMRs for learning patient-centered care skills. A grading rubric was used to evaluate each SOAP note. Conclusion. Implementation of disease state management activities involving EMRs improved pharmacy students' patient care skills.
Background. Educational escape rooms are positively received by students, increase knowledge, and serve as a platform for the active application of teamwork and team-based communication. Aim. This article focuses on detailing an educational escape room that is adaptable and transferable for use with any course or discipline. Methods. Puzzles are created around the educational objectives of the course or unit. Puzzles include ciphers, jumbles, coded messages, combination locks, rebuses, and data hunts. Students work in teams to solve content-specific puzzles to escape a room. Teams which solve all of the puzzles in the allotted time are considered to have successfully escaped the room. Gameplay can range from 60 to 75 minutes. Facultyled debriefing is an important part of the educational innovation. Results and Conclusion. This escape room uses collaborative learning to increase student knowledge and skills in educational content. The learning experience is enhanced through dynamic student engagement with the focused topic. This topic can easily be changed to a different course topic and the corresponding gameplay puzzles adapted and transferred for use with a variety of disciplines. This manuscript details the transferability of the educational escape room to 3 campuses and provides insight for successful implementation.
Objective. To increase student pharmacist empathy through the use of an auditory hallucination simulation. Design. Third-year professional pharmacy students independently completed seven stations requiring skills such as communication, following directions, reading comprehension, and cognition while listening to an audio recording simulating what one experiencing auditory hallucinations may hear. Following the simulation, students participated in a faculty-led debriefing and completed a written reflection. Assessment. The Kiersma-Chen Empathy Scale was completed by each student before and after the simulation to measure changes in empathy. The written reflections were read and qualitatively analyzed. Empathy scores increased significantly after the simulation. Qualitative analysis showed students most frequently reported feeling distracted and frustrated. All student participants recommended the simulation be offered to other student pharmacists, and 99% felt the simulation would impact their future careers. Conclusions. With approximately 10 million adult Americans suffering from serious mental illness, it is important for pharmacy educators to prepare students to provide adequate patient care to this population. This auditory hallucination simulation increased student pharmacist empathy for patients with mental illness.
Objective. To design and evaluate the use of simulations to prepare students to identify and reduce medication errors and promote patient safety.Methods. Third year pharmacy students used methods of root cause analysis to determine the cause of a medication error in three simulated pharmacy settings. Prior to and following the activity, students were invited to complete an anonymous survey. Students were asked to complete a modified Healthcare Professionals Patient Safety Assessment instrument to measure changes in knowledge, skills, and attitudes.Results. Ninety out of 165 students submitted complete data sets for analysis. Students demonstrated significant changes in knowledge, skills, and attitudes regarding medication errors. They felt they could find the cause of an error, identify factors leading to an error, and work with a team to prevent error recurrence. Students also demonstrated an increase in knowledge about medication related errors and the root cause analysis process.
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