{"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}
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.
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.