Cargando…

Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study

BACKGROUND: Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for educat...

Descripción completa

Detalles Bibliográficos
Autores principales: Chang, Huan Ying, Poh, David Yan Hong, Wong, Li Lian, Yap, John Yin Gwee, Yap, Kevin Yi-Lwern
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5041348/
https://www.ncbi.nlm.nih.gov/pubmed/27731304
http://dx.doi.org/10.2196/mededu.3754
_version_ 1782456393127690240
author Chang, Huan Ying
Poh, David Yan Hong
Wong, Li Lian
Yap, John Yin Gwee
Yap, Kevin Yi-Lwern
author_facet Chang, Huan Ying
Poh, David Yan Hong
Wong, Li Lian
Yap, John Yin Gwee
Yap, Kevin Yi-Lwern
author_sort Chang, Huan Ying
collection PubMed
description BACKGROUND: Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for education. OBJECTIVE: This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game. METHODS: A cross-sectional study was conducted using a self-administered survey, which obtained students’ responses on their preferences regarding various gaming aspects (reward systems, game settings, storylines, viewing perspectives, and gaming styles) and for a hypothetical gaming scenario (authentic simulation or post-apocalyptic fantasy). Descriptive statistics, chi-square, and Fisher’s exact tests were used for statistical analyses. RESULTS: Response rate was 72.7% (497/684 undergraduates). The most popular game reward systems were unlocking mechanisms (112/497, 22.5%) and experience points (90/497, 18.1%). Most students preferred fantasy/medieval/mythic (253/497, 50.9%) and modern (117/497, 23.5%) settings, but lower year undergraduates preferred modern settings less than upper year seniors (47/236, 19.9% vs 70/242, 28.9%, P=.022). Almost one-third (147/497, 29.6%) preferred an adventurer storyline or an authentic pharmacy-related plot (119/497, 23.9%), and a collaborative game style was most preferred by the students (182/497, 36.6%). Three-dimensional game perspectives (270/497, 54.3%) were more popular than two-dimensional perspectives (221/497, 44.5%), especially among males than females (126/185, 68.1% vs 142/303, 46.9%, P<.001). In terms of choice for a pharmacy-related serious game, a post-apocalyptic fantasy game (scenario B, 287/497, 57.7%) was more popular than an authentic simulation game (scenario A, 209/497, 42.1%). More males preferred the post-apocalyptic fantasy scenario than females (129/187, 69.0% vs 155/306, 50.7%, P<.001). CONCLUSIONS: In general, students want a three-dimensional, fantasy/medieval/mythic post-apocalyptic game, based on an adventurer storyline with an unlocking mechanism reward system. A balance between real-life and fantasy elements needs to be struck in order for the game to cater students towards health care practices.
format Online
Article
Text
id pubmed-5041348
institution National Center for Biotechnology Information
language English
publishDate 2015
publisher JMIR Publications Inc.
record_format MEDLINE/PubMed
spelling pubmed-50413482016-10-05 Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study Chang, Huan Ying Poh, David Yan Hong Wong, Li Lian Yap, John Yin Gwee Yap, Kevin Yi-Lwern JMIR Med Educ Original Paper BACKGROUND: Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for education. OBJECTIVE: This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game. METHODS: A cross-sectional study was conducted using a self-administered survey, which obtained students’ responses on their preferences regarding various gaming aspects (reward systems, game settings, storylines, viewing perspectives, and gaming styles) and for a hypothetical gaming scenario (authentic simulation or post-apocalyptic fantasy). Descriptive statistics, chi-square, and Fisher’s exact tests were used for statistical analyses. RESULTS: Response rate was 72.7% (497/684 undergraduates). The most popular game reward systems were unlocking mechanisms (112/497, 22.5%) and experience points (90/497, 18.1%). Most students preferred fantasy/medieval/mythic (253/497, 50.9%) and modern (117/497, 23.5%) settings, but lower year undergraduates preferred modern settings less than upper year seniors (47/236, 19.9% vs 70/242, 28.9%, P=.022). Almost one-third (147/497, 29.6%) preferred an adventurer storyline or an authentic pharmacy-related plot (119/497, 23.9%), and a collaborative game style was most preferred by the students (182/497, 36.6%). Three-dimensional game perspectives (270/497, 54.3%) were more popular than two-dimensional perspectives (221/497, 44.5%), especially among males than females (126/185, 68.1% vs 142/303, 46.9%, P<.001). In terms of choice for a pharmacy-related serious game, a post-apocalyptic fantasy game (scenario B, 287/497, 57.7%) was more popular than an authentic simulation game (scenario A, 209/497, 42.1%). More males preferred the post-apocalyptic fantasy scenario than females (129/187, 69.0% vs 155/306, 50.7%, P<.001). CONCLUSIONS: In general, students want a three-dimensional, fantasy/medieval/mythic post-apocalyptic game, based on an adventurer storyline with an unlocking mechanism reward system. A balance between real-life and fantasy elements needs to be struck in order for the game to cater students towards health care practices. JMIR Publications Inc. 2015-05-11 /pmc/articles/PMC5041348/ /pubmed/27731304 http://dx.doi.org/10.2196/mededu.3754 Text en ©Huan Ying Chang, David Yan Hong Poh, Li Lian Wong, John Yin Gwee Yap, Kevin Yi-Lwern Yap. Originally published in JMIR Medical Education (http://mededu.jmir.org), 11.05.2015. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Medical Education, is properly cited. The complete bibliographic information, a link to the original publication on http://mededu.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Chang, Huan Ying
Poh, David Yan Hong
Wong, Li Lian
Yap, John Yin Gwee
Yap, Kevin Yi-Lwern
Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study
title Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study
title_full Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study
title_fullStr Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study
title_full_unstemmed Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study
title_short Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study
title_sort student preferences on gaming aspects for a serious game in pharmacy practice education: a cross-sectional study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5041348/
https://www.ncbi.nlm.nih.gov/pubmed/27731304
http://dx.doi.org/10.2196/mededu.3754
work_keys_str_mv AT changhuanying studentpreferencesongamingaspectsforaseriousgameinpharmacypracticeeducationacrosssectionalstudy
AT pohdavidyanhong studentpreferencesongamingaspectsforaseriousgameinpharmacypracticeeducationacrosssectionalstudy
AT wonglilian studentpreferencesongamingaspectsforaseriousgameinpharmacypracticeeducationacrosssectionalstudy
AT yapjohnyingwee studentpreferencesongamingaspectsforaseriousgameinpharmacypracticeeducationacrosssectionalstudy
AT yapkevinyilwern studentpreferencesongamingaspectsforaseriousgameinpharmacypracticeeducationacrosssectionalstudy