2019
DOI: 10.1016/j.cptl.2019.04.012
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A web-based review game as a measure of overall course knowledge in pharmacotherapeutics

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Cited by 24 publications
(20 citation statements)
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“…for teaching, learning, and assessment in school and university as well in medical education. 20,[25][26][27][28][29][30][31][32][33] Accordingly, the key messages of these published articles is that (i) Kahoot! web-based interactive gaming is mostly perceived as a valuable active learning strategy for different subjects by the students, that (ii) Kahoot!…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…for teaching, learning, and assessment in school and university as well in medical education. 20,[25][26][27][28][29][30][31][32][33] Accordingly, the key messages of these published articles is that (i) Kahoot! web-based interactive gaming is mostly perceived as a valuable active learning strategy for different subjects by the students, that (ii) Kahoot!…”
Section: Discussionmentioning
confidence: 99%
“…scoring improvement and the time to respond could demonstrate improvements in the understanding, progression, and knowledge increase of medical students. 27,28 Statistical Method to Analyze Results…”
Section: Dovepressmentioning
confidence: 99%
“…Like Dell and Chudow, who used gaming in their Pharmacotherapeutics course, we felt that participating in the review session was a low-stakes activity for students since it did not count towards their course grade. 6 The immediate feedback from the game results and the interactivity/competition helped prepare them for the upcoming tests. Student comments on the assessments were reflective of this.…”
Section: Discussionmentioning
confidence: 99%
“…review scores and other course grades. 6 Yet, before learning outcomes can be assessed, it is important to understand what motivates students to use gamified learning systems and what impacts those motivations.…”
Section: Introductionmentioning
confidence: 99%
“…Some of these applications implement games, which often represent a smart solution to increase the motivation of the users and let them actively learn and practice. Indeed, gamification, which is the application of elements typical of game playing to nongaming activities, has been increasingly used in several fields, including medical and pharmacy education (Dell & Chudow, 2019; Jones & Wisniewski, 2019; Lam, Gutierrez, Goad, Odessky, & Bock, 2019; Shannon, 2019) due to its ability to increase interactivity, rewards, and motivation (Sera & Wheeler, 2017). Recent examples include the use of interactive trivia (Jones & Wisniewski, 2019) and quest games (Lam et al, 2019) in the classroom setting for first‐year pharmacy students.…”
Section: Introductionmentioning
confidence: 99%