2020
DOI: 10.1016/j.cptl.2020.02.006
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Development and evaluation of an educational game to support pharmacy students

Abstract: Introduction: Pharmacy students in the United Kingdom (UK) need to efficiently navigate the British National Formulary (BNF), a standard medicines reference source. "Pharmacy Challenge" is a web based prototype game based on the BNF. This research aimed to evaluate the game in terms of design, content and impact on students' performance and confidence. Methods: Evaluation comprised three phases: implementation, perception and impact of a serious game. Game design and evaluation methods were modelled using adap… Show more

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Cited by 16 publications
(15 citation statements)
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References 25 publications
(42 reference statements)
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“…As other studies have discussed, escape rooms have numerous logistical hurdles requiring careful consideration and meticulous planning. [21][22][23][24][25] Our simulated cancer clinic could only accommodate 6 students at a time, thus requiring 6 different simulations per clinic to ensure that all teams completed the activity. As each clinic involved numerous props, puzzles, clues, etc., setting up for each activity was time and resource intensive.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…As other studies have discussed, escape rooms have numerous logistical hurdles requiring careful consideration and meticulous planning. [21][22][23][24][25] Our simulated cancer clinic could only accommodate 6 students at a time, thus requiring 6 different simulations per clinic to ensure that all teams completed the activity. As each clinic involved numerous props, puzzles, clues, etc., setting up for each activity was time and resource intensive.…”
Section: Discussionmentioning
confidence: 99%
“…20 Furthermore, interest in serious games among health care educators has increased dramatically in the past decade. 21 Educators have recently co-opted the popularized “escape room” concept and repurposed it into a successful learning activity. 2125 Escape rooms have been described as “live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping the room) in a limited amount of time.” 22,26 In general, pharmacy-related escape rooms utilize a similar progression and cadence; however, the clues, puzzles, and tasks often relate back to educational outcomes or objectives.…”
Section: Introductionmentioning
confidence: 99%
“…® competition to prepare students for immunology assessments [ 12 ]. Nabhani et al attempted a similar strategy of quizzing students within an online software platform [ 32 ]. Cusick et al reviewed immunology concepts with a Jeopardy ® -style game using clicker questions [ 36 ].…”
Section: Design Of Games In Pharmacy Educationmentioning
confidence: 99%
“…All of these gaming activities focused on a simpler, direct approach of quizzing students with practice questions related to the topic. Two of these strategies led to increased quiz scores [ 12 , 32 ], while some students found this type of learning engaging [ 36 ].…”
Section: Design Of Games In Pharmacy Educationmentioning
confidence: 99%
“…Table 3 provides an overview of the usability attributes identified in the included studies. Reports (references) Distribution, n (%) Usability attribute [24][25][26][27][28][31][32][33][34][35][36][37][39][40][41][42][44][45][46][47][48]50,52,[54][55][56][57]59,60,[62][63][64][65][66][69][70][71][72][73][74][75][76][77][78][79][80][81]83,84,[86]…”
Section: Usability Attributesmentioning
confidence: 99%