Gamification in pharmacy education: a systematic quantitative literature review
Objectives Gamification involves applying game attributes to non-game contexts and its
educational use is increasing. It is essential to review the outcomes and the efficacy of …
educational use is increasing. It is essential to review the outcomes and the efficacy of …
[HTML][HTML] Game-based learning in pharmacy education
JH Oestreich, JW Guy - Pharmacy, 2022 - mdpi.com
Game-based learning (GBL) involves adding game elements to non-game activities to
encourage engagement. Pharmacy curricula are required to incorporate active learning to …
encourage engagement. Pharmacy curricula are required to incorporate active learning to …
Feasibility of Kahoot! as a real-time assessment tool in (histo-) pathology classroom teaching
D Neureiter, E Klieser, B Neumayer… - Advances in Medical …, 2020 - Taylor & Francis
Purpose New technologies like gamification are continuously integrated into medical
education during the last years. However, the benefit and implementation of such gaming …
education during the last years. However, the benefit and implementation of such gaming …
[HTML][HTML] Escape room dual mode approach to teach maths during the COVID-19 era
N Rosillo, N Montes - Mathematics, 2021 - mdpi.com
The COVID-19 pandemic and its social implications generate adverse psychological effects
that affect success in education where educational methodologies are not ready to …
that affect success in education where educational methodologies are not ready to …
[HTML][HTML] Fuzzy multicriteria models for decision making in gamification
MC Carnero - Mathematics, 2020 - mdpi.com
Gamification is an innovative teaching technique that may prove hugely beneficial when
properly used. For this reason, since 2002, the number of situations in which gamification is …
properly used. For this reason, since 2002, the number of situations in which gamification is …
[HTML][HTML] Developing a fuzzy TOPSIS model combining MACBETH and fuzzy shannon entropy to select a gamification App
MC Carnero - Mathematics, 2021 - mdpi.com
Due to the important advantages it offers, gamification is one of the fastest-growing
industries in the world, and interest from the market and from users continues to grow. This …
industries in the world, and interest from the market and from users continues to grow. This …
[HTML][HTML] “Pharmacotrophy”: a playful tournament for game-and team-based learning in pharmacology education-assessing its impact on students' performance
C Delage, M Palayer, D Lerouet, VC Besson - BMC Medical Education, 2024 - Springer
Abstract Background At the Faculty of Pharmacy of Paris, we conducted a pharmacology
tournament in 2021 and 2022, named “Pharmacotrophy”, to offer a game-, team-and …
tournament in 2021 and 2022, named “Pharmacotrophy”, to offer a game-, team-and …
The Challenges of Using Kahoot! in Teaching and Learning in Higher Education–A Systematic Review
AD Sianturi, RT Hung - Proceedings of the 6th International Conference …, 2022 - dl.acm.org
In the 21st century, technological advancements have created many learning applications
that teachers can use to allow students to play while learning. Kahoot! is an example of an …
that teachers can use to allow students to play while learning. Kahoot! is an example of an …
Evaluation of interactive teaching strategies and learning outcomes on the topic of kidney pharmacotherapy
S Sukkha, T Supapaan, P Meesawatsom - Currents in Pharmacy Teaching …, 2023 - Elsevier
Background and purpose Students' knowledge retention decreases overtime when
experiencing large-group teaching. Engaging class activities improve student learning. We …
experiencing large-group teaching. Engaging class activities improve student learning. We …
[HTML][HTML] Performance of Nursing Students with a Graphic Novel and a Collaborative Quiz Competition: A Quasi-Experimental Study
Very few studies analyzing the benefits of gamification in nurse training exist. In this work,
we assessed the impact of a quiz group competition and a collective review of a graphic …
we assessed the impact of a quiz group competition and a collective review of a graphic …