Original Article

Designing PharmQuiz Educational Game Application to Facilitate Learning of Pharmaceutical Information for Pharmacy Students

Abstract

Background: Serious games are the addition of game elements in order to motivate the user to participate more in the learning process. The purpose of this study is to design PharmQuiz educational game application in order to learn pharmaceutical information in the introductory internship course of pharmacy for incoming pharmacy students in2020.Methods: After reviewing the studies, the puzzle and matching mechanisms were selected for the game. The RAD software design model was used in order to design and implement, the game application was coded in Java programming languages. The game engine is unity and MySQL and PHP languages ​​were used to implement the game database, which contains learners' scores.Results: A total 70 students participate in the study. The mean age of the study participants was 22 years. Average student scores show that most students have used the PharmQuiz game app repeatedly. A survey of faculty members of the Clinical Department of the School of Pharmacy showed that 100% of the members agreed that the game improves the quality of learning.Conclusion: According to the positive attitude of students regarding the PharmQuiz educational game application and their welcome in using this application, it can be said that PharmQuiz game application is a useful tool to increase the motivation of students to study the introductory internship course of pharmacy and also to participate more in the educational process. This application can be used at higher levels as well as for learning pharmaceutical information in other medical sciences.

References
1. Akl EA, Pretorius RW, Sackett K, et al. The effect of educational games on medical students’ learning outcomes: a systematic review: BEME Guide No 14. Med Teach 2010;32(1):16-27.
2. Yap KY, Wong LL, Yap KZ, Chui WK, Yap JY, Athreya US. Gamification of pharmacy practices: learning how to manage patients the fun way. Paper presented at: Technology-Enhanced Learning; 2013 Oct 7; Singapore.
3. McCoy L, Lewis JH, Dalton D. Gamification and multimedia for medical education: a landscape review. J Am Osteopath Assoc 2016;116(1):22-34.
4. Singhal S, Hough J, Cripps D. Twelve tips for incorporating gamification into medical education. MedEdPublish 2019;8(3).
5. Pitt MB, Borman-Shoap EC, Eppich WJ. Twelve tips for maximizing the effectiveness of game-based learning. Med Teach 2015;37(11):1013-7.
6. Sera L, Wheeler E. Game on: The gamification of the pharmacy classroom. Curr Pharm Teach Learn 2017;9(1):155-9.
7. Nourafrooz R, Eslami K, Izadpanah M, Baragar MS, Kouti L, Mohammadsoleimani S. Improvement of pharmacy students' competency by conducting e-learning course and self-assessment and peer-to-peer video formative evaluation. Educational Development of Judishapur 2019;10 (4):376-384
8. Barbosa AF, Pereira PN, Dias JA, Silva FG. A new methodology of design and development of serious games. International Journal of Computer Games Technology 2014;817167.
9. Masters K, Ellaway RH, Topps D, Archibald D, Hogue RJ. Mobile technologies in medical education: AMEE Guide No. 105. Med Teach 2016;38(6):537-49.
10. Shawaqfeh MS, Al Bekairy AM, Al-Azayzih A, et al. Pharmacy Students Perceptions of Their Distance Online Learning Experience During the COVID-19 Pandemic: A Cross-Sectional Survey Study. Med Educ Curric Dev 2020;7:2382120520963039.
11. Fontana MT. Gamification of ChemDraw during the COVID-19 Pandemic: Investigating How a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning. J Chem Educ 2020;97(9):3358-68.
12. McDonough RP, Bennett MS. Improving communication skills of pharmacy students through effective precepting. Am J Pharm Educ 2006;70(3):58.
13. Moradi Dirin M ,Verdi M, Delkhah H, Tabrizian K,Izadpanah F. Impact of Pharmacy Training Software, on pharmacy students’ knowledge in Zabol University of Medical Sciences and Their Opinion about it. Iranian Journal of Medical Education 2013;12(12):925-934
14. Varannai I, Sasvári PL, Urbanovics A. The use of gamification in higher education: an empirical study. International Journal of Advanced Computer Science and Applications 2017;8(10).
15. Nevin CR, Westfall AO, Rodriguez JM, et al. Gamification as a tool for enhancing graduate medical education. Postgrad Med J 2014;90(1070):685-93.
16. Patrick S, Vishwakarma K, Giri VP, et al. The use of crosswords puzzles as an innovative teaching method for clinical pharmacy. J Adv Med Educ Prof 2018;6(4):181-185.
17. Alshammari E. Implementing Educational Game in Pharmacy. International Journal of Pharmaceutical Quality Assurance 2020;11(1):145-150.
18. Sando KR, Feng X. Use of an Online Spaced-Education Game to Study Top 200 Drugs in a Skills Laboratory Course. Am J Pharm Educ 2018;82(7):6324.
19. Chang HY, Poh DY, Wong LL, Yap JY, Yap KY. Student preferences on gaming aspects for a serious game in pharmacy practice education: a cross-sectional study. JMIR Med Educ 2015;1(1):e2.
20. Almeida F, Simoes J. The role of serious games, gamification and Industry 4.0 tools in the Education 4.0 paradigm. Contemporary Educational Technology. 2019;10(2):120-136.
Files
IssueVol 9 No 1 (2021): Winter 2021 QRcode
SectionOriginal Article(s)
Published2021-04-04
DOI https://doi.org/10.18502/jpc.v9i1.6032
Keywords
Games Experimental; Mobile Applications; Education Pharmacy; Students Pharmacy

Rights and permissions
Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
How to Cite
1.
Izadpanah M, Eslami K, Jamshidi Ardekani R, Kouti L. Designing PharmQuiz Educational Game Application to Facilitate Learning of Pharmaceutical Information for Pharmacy Students. J Pharm Care. 9(1):18-23.