Teaching Intellectual Property Law 2023
DOI: 10.4337/9781800881006.00007
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“…Among the studies assessed, three out six studies (50%) highlighted games that aimed to educate players about bacteria and antibiotics, including medication names and modes of action against bacteria. 29 , 31 , 35 However, there was relatively less emphasis on AMS, with only two games (33%) addressing this crucial aspect. 30 , 33 One study, by Castro-Sanchez et al ., 40 explored patient expectations, the role of behaviours in stewardship, and the multidisciplinary roles of professionals to mitigate AMR by evaluating the setting in which games are deployed.…”
Section: Resultsmentioning
confidence: 99%
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“…Among the studies assessed, three out six studies (50%) highlighted games that aimed to educate players about bacteria and antibiotics, including medication names and modes of action against bacteria. 29 , 31 , 35 However, there was relatively less emphasis on AMS, with only two games (33%) addressing this crucial aspect. 30 , 33 One study, by Castro-Sanchez et al ., 40 explored patient expectations, the role of behaviours in stewardship, and the multidisciplinary roles of professionals to mitigate AMR by evaluating the setting in which games are deployed.…”
Section: Resultsmentioning
confidence: 99%
“… 28 Gamification has been successfully implemented in various contexts such as the intellectual property (IP) game, IntangAbility, proving effective in teaching IP law. 29 By integrating game elements into educational interventions, gamification has the potential to enhance learning outcomes, 30 promote behaviour change 31 and foster active participation 32 in addressing AMR. 16 However, despite the growing popularity of gamified approaches, there is a need to evaluate the effectiveness, scope and characteristics of gamification designed to assess education on AMR.…”
Section: Introductionmentioning
confidence: 99%