2017
DOI: 10.15405/epsbs.2017.10.75
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Common Misconceptions About Psychopharmacology In Undergraduate Psychology And Pharmacy Students

Abstract: College undergraduate students often hold erroneous beliefs about their disciplines that are resistant to change. Here we addressed the critical need for research aimed at assessing the educational value of game-based learning methodologies for the evaluation and amelioration of wrong beliefs in psychopharmacology. We set out to (1) examine the prevalence of inaccurate beliefs about psychopharmacology in Psychology and Pharmacy undergraduate students at European University of Madrid; and (2) evaluate whether a… Show more

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Cited by 3 publications
(3 citation statements)
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References 7 publications
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“…For example, in many fields such as physics, chemistry, engineering, computer sciences and medicine or pharmacy, the studies found that kahoot could create motivation of the students This study, provided more information about effect of the 8 learning skills that similar to previous studies which evaluated only knowledge skill (literacy). [1][2][3][4][5] Study of Micaela Esteves et al supported about the advantages of kahoot web based learning. 6 Consider about the consistency effect of kahoot web-based leaning, the second generation was tested in this study (Year 2017), It found the similar effect as same as previous generation of students (Year 2016).…”
Section: Discussionmentioning
confidence: 99%
“…For example, in many fields such as physics, chemistry, engineering, computer sciences and medicine or pharmacy, the studies found that kahoot could create motivation of the students This study, provided more information about effect of the 8 learning skills that similar to previous studies which evaluated only knowledge skill (literacy). [1][2][3][4][5] Study of Micaela Esteves et al supported about the advantages of kahoot web based learning. 6 Consider about the consistency effect of kahoot web-based leaning, the second generation was tested in this study (Year 2017), It found the similar effect as same as previous generation of students (Year 2016).…”
Section: Discussionmentioning
confidence: 99%
“…These advantages are analogs as to how one attempts to gain new knowledge and master a specific skill in their daily life. Final-year pharmacy students reported that after participating in a Kahoot game test, their understanding of fundamental psychopharmacology improved significantly (Gonzalez-Cuevas & Greciano, 2017). Similarly, authors reported a study where they had designed a power-point game called Jeopardy and had seen improvements in the recall of facts about schizophrenia, typical and atypical psychotics, and adverse drug reactions and monitoring.…”
Section: Introductionmentioning
confidence: 99%
“…En psicología se ha implementado el aprendizaje basado en juegos con distintos propósitos, tales como la aclaración de conceptos (González-Cuevas, 2017) o como en el caso de Martín-Hernández, Agut, Azkue, Gil-Lacruz y Gil-Lacruz (2018) con el aumento de la motivación, el compromiso y el trabajo en equipo, estos autores reportan resultados positivos en el desarrollo y fortalecimiento de procesos cognitivos como la concentración, habilidades para la solución de problemas, la motivación extrínseca, los estados de flujo y el compromiso; aún así debe notarse que los investigadores realizaron un juego simulado en clase y no un videojuego. De manera general, Vlachopoulos y Makri (2017) señalan resultados positivos de la implementación de videojuegos en educación superior tanto a nivel cognitivo, afectivo como conductual.…”
Section: Introductionunclassified