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Gamification in pharmacy education: a systematic quantitative literature review

机译:药学教育中的游戏化:系统的定量文献综述

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Objectives Gamification involves applying game attributes to non-game contexts and its educational use is increasing. It is essential to review the outcomes and the efficacy of gamification to identify evidence to support its use in pharmacy education. This article systematically and quantitatively reviews and evaluates the alignment of learning outcomes and the quality of peer-reviewed literature reporting gamification in pharmacy education. Key findings A literature search was undertaken in February 2022 using CINAHL Complete, MEDLINE, Science Direct, Scopus and ERIC databases, via keywords (game* OR gaming OR gamif*) AND pharmac* AND education. Google Scholar was searched using 'gamification of pharmacy education' and 'serious games in pharmacy education'. Data extracted included type of gamified intervention, mode of delivery, game fidelity, intended learning outcomes and outcomes reported. Quality assessments aligned with key aspects of the SQUIRE-EDU Reporting Guidelines. Of 759 abstracts and 95 full-text papers assessed, 66 articles met the inclusion criteria. They described gamification from 12 countries in the education of 8272 pharmacy and health professional students. Gamified interventions ranged from board games to immersive simulations, with escape rooms most frequently reported. Reporting quality was inconsistent, with observed misalignment between intended learning outcomes and outcomes reported, an apparent overreliance on student perceptions as primary data and a lack of reference to reporting guidelines. Gamification is included in the curricula of many pharmacy degrees, across multiple subject areas. This review identified evidence gaps and reinforces the need for improved quality of gamification research, critical alignment of learning outcomes with evaluation, and use of reporting guidelines.
机译:目标 游戏化涉及将游戏属性应用于非游戏环境,其教育用途正在增加。必须审查游戏化的结果和功效,以确定支持其在药学教育中使用的证据。本文系统地、定量地回顾和评估了学习成果的一致性和同行评审文献报告药学教育游戏化的质量。主要发现 2022 年 2 月,使用 CINAHL Complete、MEDLINE、Science Direct、Scopus 和 ERIC 数据库,通过关键字(game* OR gaming OR gamif*)和 pharmac* AND education 进行了文献检索。使用“药学教育的游戏化”和“药学教育中的严肃游戏”搜索谷歌学术搜索。提取的数据包括游戏化干预的类型、交付方式、游戏保真度、预期的学习成果和报告的成果。质量评估符合 SQUIRE-EDU 报告指南的关键方面。在评估的759篇摘要和95篇全文论文中,有66篇文章符合纳入标准。他们描述了来自 12 个国家/地区的 8272 名药学和健康专业学生教育的游戏化。游戏化的干预范围从棋盘游戏到身临其境的模拟,其中密室逃脱最常被报道。报告质量不一致,观察到预期的学习成果与报告的成果不一致,明显过度依赖学生的看法作为主要数据,并且缺乏对报告指南的参考。游戏化包含在许多药学学位的课程中,涉及多个学科领域。本综述确定了证据差距,并强调了提高游戏化研究质量、学习成果与评估的关键一致性以及报告指南使用的必要性。

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