设计和评估用于药学教育中纳米技术教学的严肃游戏

IF 0.5 Q4 EDUCATION, SCIENTIFIC DISCIPLINES
Amélie Meeus, A. Sapin-Minet, Marianne Parent
{"title":"设计和评估用于药学教育中纳米技术教学的严肃游戏","authors":"Amélie Meeus, A. Sapin-Minet, Marianne Parent","doi":"10.46542/pe.2023.231.762768","DOIUrl":null,"url":null,"abstract":"Introduction: A serious game was implemented and evaluated to consolidate the knowledge of third-year pharmacy students about drug vectorisation systems. Methods: After a lecture on nanotechnology in health, students were immersed in a magical world for the one-and-a-half-hour tutorial: to complete their mission, they had to pick the right cards and solve puzzles within a limited time. Then, in debriefing, all the key concepts were recalled and explained according to their metaphorical counterparts, i.e. the puzzles. Feedback from the beta-test in 2021 (n=112) helped to optimise the pitch, the game, the rules and the debriefing. A formative evaluation was performed in 2022 (n=140) investigating students’ perception immediately after the session and immediate knowledge retention using a pre-test/post-test evaluation. The results of the final assessment were considered indirect indicators of student involvement. Results: Although the game itself did not immediately improve the students’ knowledge retention, it really was a great tool to motivate and engage participants, which might explain a significant improvement in the final assessment. Conclusion: A serious game can be an interesting tool to teach pharmaceutical technology. To help colleagues wishing to revitalise their pharmacy interventions, a non-exhaustive list of ideas to consider before starting the game conception is provided.","PeriodicalId":19944,"journal":{"name":"Pharmacy Education","volume":"32 4","pages":""},"PeriodicalIF":0.5000,"publicationDate":"2023-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Design and evaluation of a serious game for teaching nanotechnologies in pharmacy education\",\"authors\":\"Amélie Meeus, A. Sapin-Minet, Marianne Parent\",\"doi\":\"10.46542/pe.2023.231.762768\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Introduction: A serious game was implemented and evaluated to consolidate the knowledge of third-year pharmacy students about drug vectorisation systems. Methods: After a lecture on nanotechnology in health, students were immersed in a magical world for the one-and-a-half-hour tutorial: to complete their mission, they had to pick the right cards and solve puzzles within a limited time. Then, in debriefing, all the key concepts were recalled and explained according to their metaphorical counterparts, i.e. the puzzles. Feedback from the beta-test in 2021 (n=112) helped to optimise the pitch, the game, the rules and the debriefing. A formative evaluation was performed in 2022 (n=140) investigating students’ perception immediately after the session and immediate knowledge retention using a pre-test/post-test evaluation. The results of the final assessment were considered indirect indicators of student involvement. Results: Although the game itself did not immediately improve the students’ knowledge retention, it really was a great tool to motivate and engage participants, which might explain a significant improvement in the final assessment. Conclusion: A serious game can be an interesting tool to teach pharmaceutical technology. To help colleagues wishing to revitalise their pharmacy interventions, a non-exhaustive list of ideas to consider before starting the game conception is provided.\",\"PeriodicalId\":19944,\"journal\":{\"name\":\"Pharmacy Education\",\"volume\":\"32 4\",\"pages\":\"\"},\"PeriodicalIF\":0.5000,\"publicationDate\":\"2023-12-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Pharmacy Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.46542/pe.2023.231.762768\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"EDUCATION, SCIENTIFIC DISCIPLINES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Pharmacy Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46542/pe.2023.231.762768","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"EDUCATION, SCIENTIFIC DISCIPLINES","Score":null,"Total":0}
引用次数: 0

摘要

简介:为了巩固药剂学三年级学生对药物载体系统的认识,我们实施并评估了一款严肃游戏。游戏方法在关于健康领域纳米技术的讲座之后,学生们沉浸在一个半小时的魔幻世界中:为了完成任务,他们必须在有限的时间内选择正确的卡片并解开谜题。然后,在汇报过程中,所有关键概念都会被回忆起来,并根据其隐喻对应物(即谜题)进行解释。2021 年的测试反馈(n=112)帮助优化了游戏、规则和汇报。2022 年进行了一次形成性评估(n=140),通过前测/后测评估,调查学生在课程结束后的即时感知和即时知识保留情况。最终评估结果被视为学生参与度的间接指标。结果:虽然游戏本身并没有立即提高学生的知识保持率,但它确实是激励和吸引参与者的一个很好的工具,这可能是最终评估结果显著提高的原因。结论严肃游戏可以成为教授制药技术的有趣工具。为了帮助希望振兴药剂学干预措施的同行,我们提供了一份非详尽的清单,列出了在开始游戏构思之前需要考虑的想法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design and evaluation of a serious game for teaching nanotechnologies in pharmacy education
Introduction: A serious game was implemented and evaluated to consolidate the knowledge of third-year pharmacy students about drug vectorisation systems. Methods: After a lecture on nanotechnology in health, students were immersed in a magical world for the one-and-a-half-hour tutorial: to complete their mission, they had to pick the right cards and solve puzzles within a limited time. Then, in debriefing, all the key concepts were recalled and explained according to their metaphorical counterparts, i.e. the puzzles. Feedback from the beta-test in 2021 (n=112) helped to optimise the pitch, the game, the rules and the debriefing. A formative evaluation was performed in 2022 (n=140) investigating students’ perception immediately after the session and immediate knowledge retention using a pre-test/post-test evaluation. The results of the final assessment were considered indirect indicators of student involvement. Results: Although the game itself did not immediately improve the students’ knowledge retention, it really was a great tool to motivate and engage participants, which might explain a significant improvement in the final assessment. Conclusion: A serious game can be an interesting tool to teach pharmaceutical technology. To help colleagues wishing to revitalise their pharmacy interventions, a non-exhaustive list of ideas to consider before starting the game conception is provided.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Pharmacy Education
Pharmacy Education EDUCATION, SCIENTIFIC DISCIPLINES-
CiteScore
0.80
自引率
20.00%
发文量
174
期刊介绍: Pharmacy Education journal provides a research, development and evaluation forum for communication between academic teachers, researchers and practitioners in professional and pharmacy education, with an emphasis on new and established teaching and learning methods, new curriculum and syllabus directions, educational outcomes, guidance on structuring courses and assessing achievement, and workforce development. It is a peer-reviewed online open access platform for the dissemination of new ideas in professional pharmacy education and workforce development. Pharmacy Education supports Open Access (OA): free, unrestricted online access to research outputs. Readers are able to access the Journal and individual published articles for free - there are no subscription fees or ''pay per view'' charges. Authors wishing to publish their work in Pharmacy Education do so without incurring any financial costs.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信