期刊论文详细信息
BMC Medical Education
Instructional educational games in pharmacy experiential education: a quasi-experimental assessment of learning outcomes, students’ engagement and motivation
Research
Diana Malaeb1  Anwar Kawtharani2  Mohamad Rahal3  Jihan Safwan4  Mariam Dabbous5  Marwan Akel6  Fouad Sakr7 
[1] College of Pharmacy, Gulf Medical University, Ajman, UAE;School of Education, Lebanese International University, Beirut, Lebanon;School of Pharmacy, Lebanese International University, Beirut, Lebanon;School of Pharmacy, Lebanese International University, Beirut, Lebanon;INSPECT-LB: Institut National de Santé Publique, Épidémiologie Clinique et Toxicologie-Liban, Beirut, Lebanon;School of Pharmacy, Lebanese International University, Beirut, Lebanon;School of Education, Lebanese International University, Beirut, Lebanon;School of Pharmacy, Lebanese International University, Beirut, Lebanon;School of Education, Lebanese International University, Beirut, Lebanon;INSPECT-LB: Institut National de Santé Publique, Épidémiologie Clinique et Toxicologie-Liban, Beirut, Lebanon;International Pharmaceutical Federation (FIP), The Hague, The Netherlands;School of Pharmacy, Lebanese International University, Beirut, Lebanon;UMR U955 INSERM, Institut Mondor de Recherche Biomédicale, Université Paris-Est Créteil, Créteil, France;École Doctorale Sciences de la Vie et de la Santé, Université Paris-Est Créteil, Créteil, France;INSPECT-LB: Institut National de Santé Publique, Épidémiologie Clinique et Toxicologie-Liban, Beirut, Lebanon;
关键词: Educational games;    Instructional games;    Experiential education;    Learning outcomes;    Competencies;    Motivation;    Engagement;   
DOI  :  10.1186/s12909-023-04742-y
 received in 2022-06-30, accepted in 2023-10-01,  发布年份 2023
来源: Springer
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【 摘 要 】

BackgroundThis study aimed to determine the impact of implementing instructional educational games on attaining the intended learning outcomes mapped with the competencies of a pharmacy practice experience course, and to assess students’ attitudes towards motivation and engagement in this active learning activity.MethodsThis was a quasi-experimental study that utilized a pretest-posttest for the research groups. Students were divided into teams and challenged to answer different questions related to the case scenarios. Different gaming platforms as Gamilab, Wisc-Online, and Quizizz were accordingly used to create different questions that help students memorize medications’ brand names, and acquire the advanced community knowledge and skills. The attainment of the intended learning outcomes was assessed and compared between the experimental and control groups through the course total average of grades, and the subsequent averages of domains relating to the course competencies. Attitudes towards motivation and engagement in educational games activities were also assessed among the experimental group.ResultsA total of 233 students were enrolled in the study. The experimental group had significantly higher total posttest average compared to the control group (Beta = 7.695, 95% CI = 4.964–10.425, P < 0.001). The experimental group had also significantly higher averages of competency domains related to foundational knowledge (Beta = 1.471, 95% CI = 0.723–2.219, P < 0.001), pharmaceutical care (Beta = 1.650, 95% CI = 0.673–2.627, P < 0.001), essentials to practice and care (Beta = 1.838, 95% CI = 0.626–3.050, P < 0.003), and approach to practice and care (Beta = 2.736, 95% CI = 1.384–4.088, P < 0.001) averages. The experimental group reflected positive attitudes toward gamification engagement and motivation, with greater than 60% of the students recommend engage educational games to be part of the course.ConclusionIncorporation of educational games into pharmacy practice experiences resulted in better learning outcomes. This kind of active learning appears to be acceptable and motivational for students, and is recommended for further research in didactic courses in the pharmacy curriculum.

【 授权许可】

CC BY   
© BioMed Central Ltd., part of Springer Nature 2023

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