TY - JOUR AU - Mercanoglu, Guldem AU - Yuksel, Gulru PY - 2022/05/28 Y2 - 2024/03/28 TI - Digital gaming in class: English medical terminology for pharmacy students JF - Pharmacy Education JA - Pharm Educ VL - 22 IS - 1 SE - Research Article DO - 10.46542/pe.2022.221.376382 UR - https://pharmacyeducation.fip.org/pharmacyeducation/article/view/1675 SP - p. 376-382 AB - <p><strong>Objective:</strong> 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.</p><p><strong>Method:</strong> 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.</p><p><strong>Results:</strong> 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.</p><p><strong>Conclusion: </strong>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.</p> ER -