"PLANTS VS ZOMBIES" - STUDENTS' EXPERIENCES WITH AN IN-HOUSE PHARMACY SERIOUS GAME

被引:0
|
作者
Yap, Kevin Yi-Lwern [1 ]
Yap, Kai Zhen [1 ]
Ghani, Mazimran Yusoff Bin Abdol [2 ]
Yap, John Yin Gwee [3 ]
Athreya, Uday S. [4 ]
机构
[1] Natl Univ Singapore, Dept Pharm, Singapore, Singapore
[2] Natl Univ Singapore, Fac Sci, Singapore, Singapore
[3] Natl Univ Singapore, Comp Ctr, Singapore, Singapore
[4] Natl Univ Singapore, Ctr Instruct Technol, Singapore, Singapore
关键词
Games-based learning; Gamification; Serious games; Pharmacy; Virtual patients; Role-playing games;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background: The Generation Y students who enter our pharmacy course are technology-savvy and digitally focused. Our educators have a constant challenge to find innovative approaches to sustain students' interests in their modules, encourage peer learning and improve their practice skills. Furthermore, students face the challenge of not being able to integrate and apply what they have learnt to real-life practices. We developed an in-house role-playing game simulating various patient encounters in a futuristic post-apocalyptic world. Students played the game as pharmacist avatars to solve a "mystery". They had to communicate with virtual patients through series of questions in order to assess their medical conditions, and then provide therapeutically sound management plans. Methods: A cross-sectional study was conducted in October 2015 on a cohort of lower year pharmacy undergraduates. Students played the game prototype in one of their modules. After gameplay, they were asked to complete a self-administered survey to identify their experiences with the game. The survey obtained their preferences of various gaming elements in the prototype, and the effectiveness of the prototype in achieving its learning objectives. Results: Response rate was 95.2% (178/187 students). Majority agreed that the game was effective in the training of health communication (93.8%) and patient history taking skills (84.3%), extraction of drug information (85.4%) and knowledge of pharmacotherapy of drugs (83.7%). A quarter (25.3%) felt that the game was more effective than lectures in helping them meet the learning objectives. Over half agreed that the interactivity with virtual patients helped them understand how to take a patient's medical history (58.4%) and the appropriateness of the medication recommendation (56.2%). Most also preferred the adventurer storyline of the game (83.7%). The top in-game reward systems preferred by students were resources (83.7%), item grants (82.0%) and plot animations (82.0%); while vitality and life bars (64.0%) and experience points (57.9%) were the least preferred. Nearly two-thirds (62.4%) liked the three-dimensional first person perspective during gameplay. The proportion who liked the collaborative (84.3%) and cooperative aspects (82.6%) of the game was twice the proportion who liked its competitive aspect (43.3%). Almost half indicated that the fantasy elements in the game were fun and entertaining (48.9%). Majority agreed that the briefing and debriefing sessions before and after gameplay played an important role in enhancing their learning experience (71.3%) and their understanding of the learning objectives of the game (74.2%). Conclusion: Our in-house game prototype was well-received by pharmacy undergraduates. When complemented with appropriate briefing and debriefing, majority of students agreed that the game managed to enhance their learning experiences and pharmacy practice knowledge and skills. It is intended that this game be used to supplement our current methods of teaching in our clinical modules in the near future.
引用
收藏
页码:9049 / 9053
页数:5
相关论文
共 12 条
  • [1] Students' perceptions of an in-house developed pharmacy serious game for professional skills training
    Yap, Kevin Yi-Lwern
    Tan, Shawn Ignatius Boon Heng
    Yap, Kai Zhen
    Yap, John Yin Gwee
    [J]. BMJ SIMULATION & TECHNOLOGY ENHANCED LEARNING, 2020, 6 (05): : 293 - 296
  • [2] The Design and Evaluation of a Multiplayer Serious Game for Pharmacy Students
    Dudzinski, Maciej
    Greenhill, Darrel
    Kayyali, Reem
    Nabhani, Shereen
    Philip, Nada
    Caton, Hope
    Ishtiaq, Sonya
    Gatsinzi, Francis
    [J]. PROCEEDINGS OF THE 7TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, VOLS 1 AND 2, 2013, : 140 - 148
  • [3] Development and evaluation of a serious game to support learning among pharmacy and nursing students
    Kayyali, Reem
    Wells, Joshua
    Rahmtullah, Najaah
    Tahsin, Aniqa
    Gafoor, Ash
    Harrap, Nicola
    Nabhani-Gebara, Shereen
    [J]. CURRENTS IN PHARMACY TEACHING AND LEARNING, 2021, 13 (08) : 998 - 1009
  • [4] Students' learning outcomes and learning experiences through playing a Serious Educational Game
    Cheng, Meng-Tzu
    Annetta, Len
    [J]. JOURNAL OF BIOLOGICAL EDUCATION, 2012, 46 (04) : 203 - 213
  • [5] Students' perceptions of playing a serious game intended to enhance therapeutic decision-making in a pharmacy curriculum
    Duffull, Stephen B.
    Peterson, Aynsley K.
    [J]. CURRENTS IN PHARMACY TEACHING AND LEARNING, 2020, 12 (11) : 1348 - 1353
  • [6] Analyzing the Impact of e-Caducee, a Serious Game in Pharmacy on Students' Professional Skills over Multiple Years
    Oliver-Quelennec, Katia
    Bouchet, Francois
    Carron, Thibault
    Pincon, Claire
    [J]. CSEDU: PROCEEDINGS OF THE 13TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION - VOL 1, 2021, : 331 - 338
  • [7] The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study
    Kiki R. Buijs-Spanjers
    Anne Harmsen
    Harianne H. Hegge
    Jorinde E. Spook
    Sophia E. de Rooij
    Debbie A. D. C. Jaarsma
    [J]. BMC Medical Education, 20
  • [8] The influence of a serious game's narrative on students' attitudes and learning experiences regarding delirium: an interview study
    Buijs-Spanjers, Kiki R.
    Harmsen, Anne
    Hegge, Harianne H.
    Spook, Jorinde E.
    de Rooij, Sophia E.
    Jaarsma, Debbie A. D. C.
    [J]. BMC MEDICAL EDUCATION, 2020, 20 (01)
  • [9] An open randomised controlled study to explore the use of a serious game by fifth-year Belgium and Swiss pharmacy students
    Berger, J.
    Bawab, N.
    De Mooij, J.
    Widmer, D. Sutter
    Szilas, N.
    De Vriese, C.
    Bugnon, O.
    [J]. INTERNATIONAL JOURNAL OF CLINICAL PHARMACY, 2015, 37 (05) : 960 - 960
  • [10] Using an Online Serious Game to Teach Basic Programming Concepts and Facilitate Gameful Experiences for High School Students
    Montes, Hernan
    Hijon-Neira, Raquel
    Perez-Marin, Diana
    Montes, Sergio
    [J]. IEEE ACCESS, 2021, 9 : 12567 - 12578