Digital gaming in class: English medical terminology for pharmacy students

Authors

DOI:

https://doi.org/10.46542/pe.2022.221.376382

Keywords:

Digital gaming, Digital tool, In-class digital gaming, Medical terminology

Abstract

Objective: Knowledge of medical terminology is crucial for pharmacy students since they will be working as frontline healthcare professionals. Today’s younger generation enjoys using digital tools for self-study purposes. This study aimed to investigate the impact of in-class digital game-based activities on pharmacy students’ medical terminology learning performance and explore their perceptions.

Method: The experiment was conducted with two classes of second-year pharmacy students over a period of 15 weeks in an English for Professional Purposes course. Data were collected using two medical word tests and a post-treatment perception questionnaire.

Results: Students who learned the medical words through in-class digital gaming gained more words. This group of students also found the digital tool to be more effective and easier to use.

Conclusion: In-class digital gaming is a more beneficial approach to teaching medical terminology. Integrating digital games into teaching practices would improve the acquisition and retention of medical terms among pharmacy students.

Author Biographies

Guldem Mercanoglu, University of Health Sciences, Istanbul, Turkey

Department of Pharmacology, Hamidiye Faculty of Pharmacy

Gulru Yuksel, Yıldız Technical University, Istanbul, Turkey

Department of ELT, Faculty of Education

References

Abdullah, G.M. (2013). Strategies and approaches for teaching and learning of medical terminology. International Journal of English and Education, 2(2), 225-241

AlRuthia, Y., Alwhaibi, M., Almalag, H., Alkofide, H., et al. (2002). Assessing the pharmacy students’ knowledge of common medical terms after a curricular change in Saudi Arabia. Saudi Pharmaceutical Journal, 28(6), 763-770. https://doi.org/10.1016/j.jsps.2020.05.002

Altıner, C. (2011). Integrating a computer-based flashcard program into academic vocabulary learning. Graduate Theses and Dissertations. 10160. Iowa State University Press

Austin, Z., Galli, M. (2003). Assessing communicative competency of international pharmacy graduates in Ontario. Journal of Social and Administrative Pharmacy, 20(6), 225-231

Brahler, C.J., Walker, D. (2008). Learning scientific and medical terminology with amnemonic strategy using an illogical association technique. Advances in Physiology Education, 32(3), 219-224. https://doi.org/10.1152/advan.00083.2007

Brown, L. (2008). Medication therapy management. South African Pharmaceutical Journal, 75(5),58

Cain, J., Piascik, P. (2015). Are serious games a good strategy for pharmacy education? American Journal of Pharmaceutical Education, 79(4), 47. https://doi.org/10.5688/ajpe79447

Chien C.W. (2015). Analysis the effectiveness of three online vocabulary flashcard websites on L2 learners' level of lexical knowledge. English Language Teaching, 8(5),111-121. https://doi.org/10.5539/elt.v8n5p111

Chung, T.M., Nation, P. (2003). Technical vocabulary in specialized texts. Reading in a Foreign Language, 15(2),105-116

Cowen, K.J., Tesh, A.S. (2002). Effects of gaming on nursing students' knowledge of pediatric cardiovascular dysfunction. Journal of Nursing Education, 41(11),507-509. https://doi.org/10.3928/0148-4834-20021101-13

Davis, F.D. (1989). Perceived usefulness, perceived ease of use and user acceptance of information technology. MIS Quarterly, 13, 318-340. https://doi.org/10.2307/249008

Dean-Jones, L.A. (1998). Teaching Medical Terminology as a Classics Course. The Classical Journal, 93(3), 290-296. https://doi.org/10.1086/449401

Dizon, G. (2016). Quizlet in the EFL classroom: Enhancing academic vocabulary acquisition of Japanese university students. Teaching English with Technology, 16(2), 40-56

Donging, Y., Jiang, L., Huang, Y., Chen, L., Wang, Y., Xi, Y. W. et al. (2019). Assessment of factors influencing communication in clinical pharmacy. Evaluation & the Health Professions, 42(4),422-449. https://doi.org/10.1177/0163278717751028

Ferreri, S., P., Hughes, T.D., Synder, M.E. (2020). Medication Therapy Management: Current Challenges. Integrated Pharmacy Research and Practice, 9, 71–81. https://doi.org/10.2147/IPRP.S179628

Galkina, S.F., Grishchenko, E.V. (2019). Teaching Latin in Medical Schools: Methods, Traditions, Innovations. Advances in Social Science, Education and Humanities Research, 333, 212-215. https://doi.org/10.2991/hssnpp-19.2019.39

George, P.P., Molina, J.A., Cheah, J., Chan, S.C., et al. (2010). The evolving role of the community pharmacist in chronic disease management - a literature review. Annals Academy of Medicine Singapore, 39(11), 861–867

Golenhofen, N., Heindl, F., Grab‐Kroll, C., Messerer, D.A., et al. (2020). The use of a mobile learning tool by medical students in undergraduate anatomy and its effects on assessment outcomes. Anatomical Sciences Education, 13(1), 8-18. https://doi.org/10.1002/ase.1878

Gutmann, J., Kühbeck, F., Berberat, P.O., Fischer, M.R., et al (2015). Use of learning media by undergraduate medical students in pharmacology: a prospective cohort study. PLoS One, 10(4): e0122624. https://doi.org/10.1371/journal.pone.0122624

Joint FIP/WHO (2011). Guidelines on good pharmacy practice: standards for quality of pharmacy services. WHO Technical Report Series No. 961

Kanthan, R., Senger, J.L. (2011). The impact of specially designed digital games-based learning in undergraduate pathology and medical education. Archives of Pathology & Laboratory Medicine, 135(1), 135-142. https://doi.org/10.5858/2009-0698-OAR1.1

Katzung, BG. (2017). Basic & Clinical Pharmacology (14th ed.), McGraw-Hill Education, USA

Koehler, N., Yao, K., Vujovic, O., MecMenamin, C. (2012). Medical students’ use of and attitudes towards medical applications. Journal of Mobile Technology in Medicine, 1(41),16-21. https://doi.org/10.7309/jmtm.73

Laufer, B., Hill, M. (2000). What lexical information do L2 learners select in a CALL dictionary and how does it affect word retention? Language Learning & Technology, 3(2), 61-81

Li, Y., Lerner, R.M. (2011). Trajectories of school engagement during adolescence: Implications for grades, depression, delinquency, and substance use. Developmental Psychology, 47(1), 233-247. https://doi.org/10.1037/a0021307

Martin, J.S., Kreiger, J.E., Apicerno, A.L. (2015). Effectiveness of a Hybrid Classroom in the Delivery of Medical Terminology Course Content. Journal of the Scholarship of Teaching and Learning, 15(5), 72-81. https://doi.org/10.14434/josotl.v15i5.13994

Müller, A. (2013). Research-based design of a medical vocabulary videogame. International Journal of Pedagogies and Learning, 7(2), 122-134. https://doi.org/10.5172/ijpl.2012.7.2.122

O'Leary, S., Diepenhorst, L., Churley-Strom, R., Magrane, D. (2005). Educational games in an obstetrics and gynecology core curriculum. American Journal of Obstetrics Gynecology, 193(5), 1848-1851. https://doi.org/10.1016/j.ajog.2005.07.059

Pongcharoensuk, P., Prakongpan, S. (2012). Centennial pharmacy education in Thailand. Journal of Asian Association of Schools of Pharmacy, 1(1), 8-15

Seidlein, A.H., Bettin, H., Franikowski P, Salloch, S. (2020). Gamified E-learning in medical terminology: the Terminator tool. BMC Medical Education, 20, 284. https://doi.org/10.1186/s12909-020-02204-3

Selby, G., Walker, V., Diwakar, V. (2007). A comparison of teaching methods: interactive lecture versus game playing. Medical Teacher, 29(9-10), 972-974. https://doi.org/10.1080/01421590701601584

Shooter, B. (2004). If pharmacists have no communication skills, knowledge is wasted. Pharmaceutical Journal, 273:51

The Medicines and Healthcare Products Regulatory Agency (MHRA). Department of Health. Medicines Use Review: Understand Your Medicines. http://www.mhra.gov.uk/home/groups/pla/documents/website resources/con2023072.pdf

Wang, M., Willet, J.B., Eccles, J.S. (2011). The assessment of school engagement: Examining dimensionality and measurement invariance by gender and race/ethnicity Journal of School Psychology, 49(4):465-480. https://doi.org/10.1016/j.jsp.2011.04.001

Yüksel, H.G., Mercanoğlu, H.G., Yılmaz, M.B. (2020). Digital flashcards vs. wordlist for learning technical vocabulary. Computer Assisted Language Learning, 12. https://doi.org/10.1080/09588221.2020.1854312

Ziaei, Z., Hassell, K., Schafheutle, (2015). Internationally trained pharmacists' perception of their communication proficiency and their views on the impact on patient safety. Research in Social and Administrative Pharmacy, 11(3), 428-441. https://doi.org/10.1016/j.sapharm.2014.09.001

Ziaei, Z. (2011). Internationally trained pharmacists: their contribution to, and experiences of, working in the Great Britain labour market. PhD Thesis. University of Manchester

Downloads

Published

28-05-2022

How to Cite

Mercanoglu, G., & Yuksel, G. (2022). Digital gaming in class: English medical terminology for pharmacy students. Pharmacy Education, 22(1), p. 376–382. https://doi.org/10.46542/pe.2022.221.376382

Issue

Section

Research Article