Innovation in teaching and learning: Gamification toward enhancing the performance of entrepreneurial skills and leadership skill in pharmacy student

IF 1.3 Q3 EDUCATION, SCIENTIFIC DISCIPLINES
Namfon Sribundit , Surasit Lochid-amnuay , Waranee Bunchuailua , Nattiya Kapol , Panoopat Poompruek , Kamolpat Ratsameeratyatum , Sirikanlaya Benjawan , Burin T. Sriwong , Rapeepun Chalongsuk , Sineenart Krichanchai
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引用次数: 0

Abstract

Introduction

Entrepreneurship and leadership are essential skills for pharmacy students, yet traditional lecture-based methods may not effectively develop these competencies. Gamification, an innovative teaching approach, has been underutilized in pharmacy education for non-pharmaceutical skills. This study employed gamification to enhance entrepreneurship and leadership skills among fifth-year pharmacy students at Silpakorn University, Thailand.

Objective

To (1) assess students' self-efficacy in entrepreneurship and leadership, and (2) evaluate student satisfaction and perceived benefits of Shark Tank-inspired gamification.

Methods

An exploratory post-then-pre-assessment was conducted with 65 students (76.9 % response rate). The survey included 18 statements on entrepreneurship and leadership self-efficacy. Students also rated overall skills and satisfaction with the gamified learning environment. Descriptive statistics and paired t-tests were performed using IBM SPSS Statistics version 20.

Results

The observations indicate improvements in entrepreneurship and leadership skills (p < 0.01). Overall, post-gamification assessments showed mean scores of 4.04 ± 0.96 for entrepreneurship and 4.08 ± 0.85 for leadership, respectively. Students expressed high satisfaction with the learning environment, noting freedom and a relaxed setting (4.32 ± 0.81), teamwork-based activities (4.20 ± 0.82), and supportive advisor motivation (4.20 ± 0.98). Key perceived benefits included enhanced creativity through group work (4.32 ± 0.95), exposure to diverse pharmacy models (4.30 ± 0.85), and improved understanding of pharmacy management content and presentation skills (4.28 ± 0.92).

Conclusion

This study highlights the effectiveness of gamification in building critical non-pharmaceutical skills in pharmacy education. Key success factors include immersive world-building, structured gamified simulations, and personalized feedback.
教学创新:游戏化提高药学学生创业技能和领导技能的表现
企业家精神和领导能力是药学专业学生的基本技能,然而传统的基于讲座的方法可能无法有效地培养这些能力。游戏化作为一种创新的教学方法,在药学非药学技能教育中尚未得到充分利用。本研究采用游戏化的方法,对泰国丝帕功大学药学院五年级学生进行创业与领导能力的培养。目的(1)评估大学生创业和领导力的自我效能感;(2)评估大学生对《创智赢家》游戏化的满意度和感知收益。方法对65名学生进行探索性前后评价,有效率76.9%。该调查包括18项关于企业家精神和领导力自我效能的陈述。学生们还对游戏化学习环境的整体技能和满意度进行了评分。采用IBM SPSS statistics version 20进行描述性统计和配对t检验。结果观察结果表明企业家精神和领导技能有所提高(p <;0.01)。总体而言,游戏化后的评估显示,企业家精神和领导力的平均得分分别为4.04±0.96和4.08±0.85。学生对学习环境表现出很高的满意度,包括自由和轻松的环境(4.32±0.81)、团队合作活动(4.20±0.82)和指导老师的支持动机(4.20±0.98)。感知到的主要好处包括通过小组工作增强创造力(4.32±0.95),接触不同的药房模式(4.30±0.85),提高对药房管理内容和演讲技巧的理解(4.28±0.92)。结论本研究突出了游戏化在药学教育中培养关键非药学技能的有效性。成功的关键因素包括沉浸式世界构建、结构化游戏化模拟和个性化反馈。
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来源期刊
Currents in Pharmacy Teaching and Learning
Currents in Pharmacy Teaching and Learning EDUCATION, SCIENTIFIC DISCIPLINES-
CiteScore
2.10
自引率
16.70%
发文量
192
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