The effect of different gamification designs on pharmacy and pharmacy technician students

Authors

  • Bilge Sozen Sahne Department of Pharmacy Management, Hacettepe University Faculty of Pharmacy, Ankara, Turkey
  • Selay Arkun Kocadere Department of Computer Education and Instructional Technology, Hacettepe University Faculty of Pharmacy, Ankara, Turkey

DOI:

https://doi.org/10.46542/pe.2024.241.572582

Keywords:

Gamification, Pharmacy education, Pharmacy student, Pharmacy technician student

Abstract

Background: Gamification, a method affecting student motivation, engagement, and success, is included in pharmacy education. In pharmacy education, gamification concepts are generally confused with game-based learning. This study sought the opinions of pharmacy and pharmacy technician students regarding two different gamification designs with various combinations of game elements.

Methods: A total of 109 pharmacy and 49 pharmacy technician students were assigned to four groups according to a 2 × 2 factorial design. Two gamification designs were made according to the game elements they involved: (1) badges and points and (2) badges, points, and leaderboard. Data were collected through a survey and focus group interviews to explore students’ opinions about the elements.

Results: Of the 129 students who responded to the survey, seven participated in the focus group. Statistically significant differences were observed in terms of entertainment and ambition, while no significant differences were found between the groups regarding motivation. The leaderboard appeared to entertain pharmacy technician students more than pharmacy students. Additionally, two themes, “game elements” and “gamification effect,” emerged from the focus group.

Conclusion: The differences between the groups regarding game elements and educational areas highlight the need to determine suitable game elements for effective gamified learning environments.

References

Aburahma, M. H., & Mohamed, H. M. (2015). Educational games as a teaching tool in pharmacy curriculum. American Journal of Pharmaceutical Education, 79(4), Article 59. https://doi.org/10.5688/ajpe79459

Ahmed, M., Sherwani, Y., Al-Jibury, O., Najim, M., Rabee, R., & Ashraf, M. (2015). Gamification in medical education. Medical Education Online, 20, 29536. https://doi.org/10.3402/meo.v20.29536

Alshammari, E. (2020). Implementing educational game in pharmacy. International Journal of Pharmacy Quality Assurance, 11(1), 148–153. https://doi.org/10.25258/ijpqa.11.1.23

Antonaci, A., Klemke, R., & Specht, M. (2019). The effects of gamification in online learning environments: A systematic literature review. Informatics, 6(3), 32. https://doi.org/10.3390/informatics6030032

Arkün Kocadere, S., & Çağlar, Ş. (2015). The design and implementation of a gamified assessment. Journal of e-Learning and Knowledge Society, 11(3), 85–99. https://doi.org/10.20368/1971-8829/1070

Arkün Kocadere, S., & Samur, Y. (2016). [From game to gamification]. In Işman A, Odabaşı HF, Akkoyunlu B. (Eds.), Readings on Educational Technologies (pp. 397–415). Ankara. Turkish. https://www.researchgate.net/publication/303811339_Oyundan_Oyunlastirmaya

Aşıksoy, G. (2018). The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements and perception in a physics course. Quality & Quantity, 52(1), 129–145. https://doi.org/10.1007/s11135-017-0597-1

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Balci, S., Secaur, J. M., & Morris, B. J. (2022). Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes. Education and Information Technologies, 27(6), 8669–8704. https://doi.org/10.1007/s10639-022-10983-z

Barclay, S. M., Jeffres, M. N., & Bhakta, R. (2011). Educational card games to teach pharmacotherapeutics in an advanced pharmacy practice experience. American Journal of Pharmaceutical Education, 75(2), Article 33. https://doi.org/10.5688/ajpe75233

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

Cain, J., Conway, J. M., DiVall, M. V., Erstad, B. L., Lockman, P. R., Ressler, J. C., & Nemire, R. E. (2014). Report of the 2013-2014 academic affairs committee. American Journal of Pharmaceutical Education, 78(10), Article S23. https://doi.org/10.5688/ajpe7810S23

Chavez, B., Gilliam, E. H., Pathak, R., & Volino, L. R. (2012). Popular game shows as educational tools in the pharmacy classroom. Currents in Pharmacy Teaching and Learning, 4(2), 146–149. https://doi.org/10.1016/j.cptl.2012.01.001

da Silva Júnior, J. N., Castro, G. D. L., Melo Leite Junior, A. J., Monteiro, A. J., & Alexandre, F. S. O. (2022). Gamification of an entire introductory organic chemistry course: A strategy to enhance the students’ engagement. Journal of Chemical Education, 99(2), 678–687. https://doi.org/10.1021/acs.jchemed.1c00766

Dabbous, M., Sakr, F., Safwan, J., Akel, M., Malaeb, D., Rahal, M., & Kawtharani, A. (2023). Instructional educational games in pharmacy experiential education: a quasi-experimental assessment of learning outcomes, students’ engagement and motivation. BMC Medical Education, 23(1), 753. https://doi.org/10.1186/s12909-023-04742-y

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548-w

Dell, K. A., & Chudow, M. B. (2019). A web-based review game as a measure of overall course knowledge in pharmacotherapeutics. Currents in Pharmacy Teaching and Learning, 11(8), 838–842. https://doi.org/10.1016/j.cptl.2019.04.012

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, Article 9. https://doi.org/10.1186/s41239-017-0042-5

Draugalis, J. R., & Plaza, C. M. (2009). Best practices for survey research reports revisited: Implications of target population, probability sampling, and response rate. American Journal of Pharmaceutical Education, 73(8), Article 142. https://doi.org/10.5688/aj7308142

Fijačko, N., Gosak, L., Debeljak, N., Skok, P., Štiglic, G., & Cilar, L. (2020). Gamification in nursing: A literature review. Obzornik Zdravstvene Nege, 54(2), 133–152. https://doi.org/10.14528/snr.2020.54.2.2991

Fincham, J. E. (2008). Response rates and responsiveness for surveys, standards, and the journal. American Journal of Pharmaceutical Education, 72(2), Article 43. https://doi.org/10.5688/aj720243

Fogarty, T. L. (2019). A description of gamification in teaching second language pharmacy technician students. Pharmacy Education, 19(1), 212–218. https://pharmacyeducation.fip.org/pharmacyeducation/article/view/771

Gentry, S. V., Gauthier, A., Ehrstrom, B. L. E., Wortley, D., Lilienthal, A., Car, L. T., Dauwels-Okutsu, S., Nikolaou, C. K., Zary, N., Campbell, J., & Car, J. (2019). Serious gaming and gamification education in health professions: A systematic review. Journal of Medical Internet Research, 21(3), e12994. https://doi.org/10.2196/12994

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019

Hookham, G., Nesbitt, K., Cooper, J., Croft, H., & Rasiah, R. (2015). Gamification for Education: Designing a Pharmacy Education Game. In S. K. Chalup, A. D. Blair, & M. Randall (Eds.), Artificial Life and Computational Intelligence (pp. 157–165). Springer International Publishing. https://doi.org/10.1007/978-3-319-14803-8_12

Hope, D. L., Grant, G. D., Rogers, G. D., & King, M. A. (2021). Programme description: Integration of an extended, immersive, gamified pharmacy simulation as a capstone event. Pharmacy Education, 21, 656-669. https://doi.org/10.46542/pe.2021.211.656669

Hope, D. L., Grant, G. D., Rogers, G. D., & King, M. A. (2023a). Gamification in pharmacy education: a systematic quantitative literature review. International Journal of Pharmacy Practice, 31(1), 15–31. https://doi.org/10.1093/ijpp/riac099

Hope, D. L., Rogers, G. D., Grant, G. D., & King, M. A. (2023b). Evaluation of affective learning in a gamified pharmacy simulation. Focus on Health Professional Education: A Multi-Professional Journal, 24(1), 24–37. https://doi.org/10.11157/fohpe.v24i1.572

Huang, B., & Hew, K. F. (2015). Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification. In: Ogata, H., et al. (Eds.), Proceedings of the 23rd International Conference on Computers in Education (p. 275–280).

Jiménez-Sánchez, C., Gargallo-Aguaron, P., López-Royo, M. P., & Alfaro-Gervon, F. (2020). Physiotherapist students’ perceptions in a gamification project. Education and New Development, 236–240. https://doi.org/10.36315/2020end051

Jones, E. P., & Wisniewski, C. S. (2019). Gamification of a mobile applications lecture in a pharmacy course. Medical Reference Services Quarterly, 38(4), 339–346. https://doi.org/10.1080/02763869.2019.1657728

Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25–37. https://doi.org/10.1016/j.compedu.2017.11.006

Lam, J. T., Gutierrez, M. A., Goad, J. A., Odessky, L., & Bock, J. (2019). Use of virtual games for interactive learning in a pharmacy curriculum. Currents in Pharmacy Teaching and Learning, 11(1), 51–57. https://doi.org/10.1016/j.cptl.2018.09.012

Lee, C. Y., White, P. J., & Malone, D. T. (2018). Online educational games improve the learning of cardiac pharmacology in undergraduate pharmacy teaching. Pharmacy Education, 18, 298–302. https://pharmacyeducation.fip.org/pharmacyeducation/article/view/634/659

Leitão, R., Maguire, M., Turner, S., & Guimarães, L. (2022). A systematic evaluation of game elements effects on students’ motivation. Education and Information Technologies, 27, 1081–1103. https://doi.org/10.1007/s10639-021-10651-8

Marcão, R. P., Pestana, G., & Sousa, M. J. (2020). Knowledge management and gamification in Pharma: An approach in pandemic times to develop product quality reviews. Electronic Journal of Knowledge Management, 18(3), 255–268. https://doi.org/10.34190/EJKM.18.03.005

Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048

Meşe, C., & Dursun, Ö. Ö. (2018). Influence of gamification elements on emotion, interest and online participation. Education and Science, 43(196), 67–95. https://doi.org/10.15390/EB.2018.7726

Morris, B. J., Dragovich, C., Todaro, R., Balci, S., & Dalton, E. (2019). Comparing badges and learning goals in low-and high-stakes learning contexts. Journal of Computing in Higher Education, 31(3), 573–603. https://doi.org/10.1007/s12528-019-09228-9

Oliver, C. H., Hurd, P. D., Beavers, M., Gibbs, E., Goeckner, B., & Miller, K. (1995). Experiential learning about the elderly: The geriatric medication game. American Journal of Pharmaceutical Education, 59(2), 155–157.

Patel, J. (2008). Using game format in small group classes for pharmacotherapeutics case studies. American Journal of Pharmaceutical Education, 72(1), Article 21. https://doi.org/10.5688/aj720121

Roche, V. F., Alsharif, N. Z., & Ogunbadeniyi, A. M. (2004). Reinforcing the relevance of chemistry to the practice of pharmacy through the Who Wants to Be a Med Chem Millionaire? learning game. American Journal of Pharmaceutical Education, 68(5), Article 116. https://doi.org/10.5688/aj6805116

Rose, T. M. (2011). A board game to assist pharmacy students in learning metabolic pathways. American Journal of Pharmaceutical Education, 75(9), Article 183. https://doi.org/10.5688/ajpe759183

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sando, K. R., Elliott, J., Stanton, M. L., & Doty, R. (2013). An educational tool for teaching medication history taking to pharmacy students. American Journal of Pharmaceutical Education, 77(5), Article 105. https://doi.org/10.5688/ajpe775105

Sera, L., & Wheeler, E. (2017). Game on: The gamification of the pharmacy classroom. Currents in Pharmacy Teaching and Learning, 9(1), 155–159. https://doi.org/10.1016/j.cptl.2016.08.046

Shah, S., Lynch, L. M., & Macias-Moriarity, L. Z. (2010). Crossword puzzles as a tool to enhance learning about anti-ulcer agents. American Journal of Pharmaceutical Education, 74(7), Article 117. https://doi.org/10.5688/aj7407117

Shawaqfeh, M. S. (2015). Gamification as a learning method in pharmacy education. Journal of Pharmaceutical Care & Health Systems, 10(2), 4. https://doi.org/10.4172/2376-0419.S2-004

Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028

Tong, A., Sainsbury, P., & Craig, J. (2017). Consolidated criteria for reporting qualitative research (COREQ): A 32-item checklist for interviews and focus groups. International Journal of Qualitative Health Care, 19, 349e357. https://doi.org/10.1093/intqhc/mzm042

Truong, V. T., Moles, R. J., Schneider, C. R., & Stehlik, P. (2019). Pilot evaluation of an electronic game developed to teach medication history taking to pharmacy students. Pharmacy Education, 19(1), 126-132. https://pharmacyeducation.fip.org/pharmacyeducation/article/view/622/729

Wang, Y. F., Hsu, Y. F., Fang, K. T., & Kuo, L. T. (2024). Gamification in medical education: identifying and prioritizing key elements through Delphi method. Medical Education Online, 29(1), 2302231. https://doi.org/10.1080/10872981.2024.2302231

Whitman, A. C., Tanzer, K., & Nemec II, E. C. (2019). Gamifying the memorization of brand/generic drug names. Currents in Pharmacy Teaching and Learning, 11(3), 287–291. https://doi.org/10.1016/j.cptl.2018.12.014

Yap, K. Y. L., Tan, S. I. B. H., Yap, K. Z., & Yap, J. Y. G. (2020). Students’ perceptions of an in-house developed pharmacy serious game for professional skills training. BMJ Simulation & Technology Enhanced Learning, 6(5), 293–296. https://doi.org/10.1136/bmjstel-2019-000547

Downloads

Published

06-09-2024

How to Cite

Sozen Sahne, B., & Arkun Kocadere, S. (2024). The effect of different gamification designs on pharmacy and pharmacy technician students. Pharmacy Education, 24(1), p. 572–582. https://doi.org/10.46542/pe.2024.241.572582

Issue

Section

Research Article