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Evaluation of a Patient Education Game Design Activity
Background: Game-based learning has been used in pharmacy education settings with the instructor developing a game for students to play to enhance learning. However, there is a paucity of data about health sciences students designing a game themselves to further their understanding of a complex topi...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
University of Minnesota Libraries Publishing
2023
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10653723/ https://www.ncbi.nlm.nih.gov/pubmed/38025174 http://dx.doi.org/10.24926/iip.v14i2.5019 |
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author | Porter, Andrea L. Kim, Olivia Abraham, Olufunmilola |
author_facet | Porter, Andrea L. Kim, Olivia Abraham, Olufunmilola |
author_sort | Porter, Andrea L. |
collection | PubMed |
description | Background: Game-based learning has been used in pharmacy education settings with the instructor developing a game for students to play to enhance learning. However, there is a paucity of data about health sciences students designing a game themselves to further their understanding of a complex topic. The purpose of this study was to describe and assess a game design activity focused on patient education of anticoagulants in a pharmacotherapy skills laboratory setting. Innovation: Second-year pharmacy students enrolled in a pharmacotherapy skills laboratory course worked in teams in a one-hour active learning activity to design a game intended to educate patients about their medication. A pre/post analysis of student attitudes about game-based learning and the activity, as well as knowledge, was conducted. Findings: The large majority of students (80.5%) agreed that the activity was an effective way to develop patient education strategies. Through the survey and free-response questions, students reported that the game design activity facilitated positive group collaboration and allowed students to take the perspective of their patients. Students also requested additional time to complete the activity. Knowledge assessment scores of key patient education points increased from 66.5% prior to the activity to 71.5% one week following the activity (p<0.05). Conclusion: The game design activity served as a novel teaching method for pharmacy students to actively learn about anticoagulant medications while developing an innovative patient education strategy. Although there was an increase in knowledge scores, students highlighted the impact on group collaboration and taking the perspective of their patients. |
format | Online Article Text |
id | pubmed-10653723 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | University of Minnesota Libraries Publishing |
record_format | MEDLINE/PubMed |
spelling | pubmed-106537232023-10-10 Evaluation of a Patient Education Game Design Activity Porter, Andrea L. Kim, Olivia Abraham, Olufunmilola Innov Pharm Original Research Background: Game-based learning has been used in pharmacy education settings with the instructor developing a game for students to play to enhance learning. However, there is a paucity of data about health sciences students designing a game themselves to further their understanding of a complex topic. The purpose of this study was to describe and assess a game design activity focused on patient education of anticoagulants in a pharmacotherapy skills laboratory setting. Innovation: Second-year pharmacy students enrolled in a pharmacotherapy skills laboratory course worked in teams in a one-hour active learning activity to design a game intended to educate patients about their medication. A pre/post analysis of student attitudes about game-based learning and the activity, as well as knowledge, was conducted. Findings: The large majority of students (80.5%) agreed that the activity was an effective way to develop patient education strategies. Through the survey and free-response questions, students reported that the game design activity facilitated positive group collaboration and allowed students to take the perspective of their patients. Students also requested additional time to complete the activity. Knowledge assessment scores of key patient education points increased from 66.5% prior to the activity to 71.5% one week following the activity (p<0.05). Conclusion: The game design activity served as a novel teaching method for pharmacy students to actively learn about anticoagulant medications while developing an innovative patient education strategy. Although there was an increase in knowledge scores, students highlighted the impact on group collaboration and taking the perspective of their patients. University of Minnesota Libraries Publishing 2023-10-10 /pmc/articles/PMC10653723/ /pubmed/38025174 http://dx.doi.org/10.24926/iip.v14i2.5019 Text en © Individual authors https://creativecommons.org/licenses/by-nc/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial License, which permits noncommercial use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Original Research Porter, Andrea L. Kim, Olivia Abraham, Olufunmilola Evaluation of a Patient Education Game Design Activity |
title | Evaluation of a Patient Education Game Design Activity |
title_full | Evaluation of a Patient Education Game Design Activity |
title_fullStr | Evaluation of a Patient Education Game Design Activity |
title_full_unstemmed | Evaluation of a Patient Education Game Design Activity |
title_short | Evaluation of a Patient Education Game Design Activity |
title_sort | evaluation of a patient education game design activity |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10653723/ https://www.ncbi.nlm.nih.gov/pubmed/38025174 http://dx.doi.org/10.24926/iip.v14i2.5019 |
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