Amy Kruger Howard
Pediatric Pharmacy Fellow
University of Maryland School of Pharmacy
Our goal as educators is to impart knowledge in a manner that leads to
long-term retention, understanding and application.
Over the last 30 plus years we have experience the emergence of video
games and gaming culture. In the last
decade, games have taken on an increasing level of interactivity and
hyperrealism, including the use of virtual reality and even incorporating players
into physical spaces. A 2005 National
Summit on Educational Games found that attributes of gaming such as “contextual
bridging (closing the gap between what is learned in theory and its use)” and
”personalization of learning” were key areas for application to educational
resources. In a participant consensus
statement, the group encouraged partnership between the U.S. Departments of
Education and Labor and the National Science Foundation, as well as private
industry, to support further research and development of learning tools aimed at
all levels of education, including adult learners.1 The 2013-2014 American Association of
Colleges of Pharmacy Academic Affairs Committee report also specifically
endorsed the use of “serious games to enhance pharmacy and interprofessional
education.”2
In the last two years, the American Journal of Pharmaceutical
Education has published two educational briefs that address the use of
gamification in pharmacy education. In
the 2017 article, Educational Gaming for
Pharmacy Students - Design and Evaluation of a Diabetes-themes Escape Room,
authors describe how they created an escape room simulation. In order to unlock the room, student teams
were required to complete a series of multi-step puzzles focused on diabetes
management, including patient counseling and medication administration. The competition incorporated use of an
electronic tablet which allowed remote interaction with faculty members who
provided hints, acted as simulated patients during medication counseling, and
observed demonstrations of glucagon administration. The activity was built to “complement and
reinforce nine hours of prior didactic learning.”3
In Teaching About the Healthcare
Industry Through Gamification, a student-lead competition was designed to
improve knowledge about the healthcare industry utilizing a simulated stock
market. Both students and faculty were
invited to take part in an investment fantasy league. Each competitor was given $50,000 to virtually
invest in healthcare companies defined as “the majority income… generated
through healthcare-oriented products or services.” On a weekly basis the competition was
supplemented with student-led discussion topics which covered various aspects
of investing and the healthcare market.
As an additional participation incentive, actually cash prizes were
awarded to the top three competitors.4
Both studies used pre- and post-activity surveys to assess improvement
in students’ knowledge (and self-perception of knowledge) as well as
satisfaction/perceived value of the overall activity. Eukel et al reported a statistically
significant increase in knowledge test scores from pre- to post-test and
students reported a positive perceived overall value for the exercise. However, the study did not assess the ability
of this interactive competition to lead to greater long-term knowledge
retention. One could reasonably
hypothesize that after a 2-hour all-encompassing hands-on learning session
about diabetes, students should be able to demonstrate increased understanding
about disease management.
Similarly, Wolf et al reported statistically significant increases in
knowledge. These finding may support the
argument that gamification can increase long-term retention since the league
took place over several months rather than as a single event. Also notable was the observation that
students applied clinical knowledge to critically evaluate drug trial outcomes
as part of their investment strategy.
This integration of cross-over knowledge may support the summit
consensus of game-based applications providing contextual bridging.
Within University of Maryland School of Pharmacy we have seen
increasing use of gaming and competition to drive increased student
engagement. Certainly both studies and
anecdotal evidence from classroom activities here, suggest that students find
these activities highly engaging and more relatable to their preferred style of
knowledge acquisition. As the cohort of
learners matriculating through the PharmD curriculum becomes more and more
familiar with and raised in the gaming culture, use of technology and
gamification may demonstrate increasing yield.
Knowing that adult learners are more amenable to familiar learning
styles, incorporation of gaming is likely to be warmly received. However, it still remains to be seen whether
increased game use and student engagement can be translated into greater
understanding and long-term retention.
- Summit on
Educational Games. Harnessing the Power of Video Games for Learning. 2006;
Available from: http://www.fas.org/gamesummit/
- Cain J,
Conway JM, Divall M V., Erstad BL, Lockman PR, Ressler JC, et al. Report
of the 2013-2014 academic affairs committee. Am J Pharm Educ.
2014;78(10):1–8. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4315223/
- Eukel HN,
Frenzel JE, Cernusca D. Educational gaming for pharmacy students - Design
and evaluation of a diabetes-themed escape room. Am J Pharm Educ. 2017;81(7).
Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5663657/
- Wolf C, Bott
S, Hernandez I, Grieve L. Teaching about the health care industry through
gamification. Am J Pharm Educ. 2018;82(4):305–7. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5972850/
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