Bracketology in Pharmacy Education: The Impact of March Medication Madness on Student Engagement and Knowledge.

Innovations in pharmacy Pub Date : 2024-05-31 eCollection Date: 2024-01-01 DOI:10.24926/iip.v15i2.5706
Allison Hursman, Natasha J Petry, Rebecca Brynjulson, Jeanne Frenzel, Donald Miller, Elizabeth Monson, Megan Orr, Lisa M Richter, Joan Viets Nice
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Abstract

Description of the Problem. Gamification is used in pharmacy education as an innovative learning strategy to engage learners with educational content. The March Medication Madness activity used bracketology, a type of gamification not previously described in pharmacy education literature, to increase student engagement and knowledge of key disease states. The Innovation. The activity was developed for use in a capstone course during the final semester of the didactic pharmacy curriculum. Students created medication-related pearls that were placed in a tournament-style bracket. Students then completed brackets to predict the winning pearls and voted biweekly to determine the most clinically significant pearl. Student knowledge was assessed pre- and post-activity along with a post-activity perception assessment. Critical Analysis. Of the 52 student participant responses, most agreed or strongly agreed that the activity increased understanding and stimulated interest in course material, while adding a fun element to the course. There was a statistically significant increase (P = .002) in the average percentage of multiple-choice questions students answered correctly from the pre-test (57.7% ± 1.5%) to the posttest (63.1% ± 1.9%). Pearls that received the most votes were no more likely to be associated with an increase in knowledge than pearls receiving fewer votes. Next Steps. Implementation of a bracketology activity was perceived by students as fun, engaging, and beneficial in understanding course material. However, increase in knowledge was limited. This shows the importance of structuring gamification in a way that provides educational value and underscores the need to modify the activity to promote student learning.

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药学教育中的分组赛:疯狂三月 "对学生参与度和知识的影响。
问题描述。游戏化作为一种创新的学习策略被应用于药学教育中,以吸引学习者参与教学内容。疯狂三月用药 "活动采用了 "括号学"(一种以前在药学教育文献中没有描述过的游戏化类型)来提高学生的参与度和对主要疾病状态的了解。创新之处该活动是为药学说教课程最后一学期的顶点课程而开发的。学生们制作了与用药相关的珍珠,并将其放入锦标赛式的支架中。然后,学生们填写括号,预测获胜的珍珠,并每两周投票一次,以确定最有临床意义的珍珠。在活动前后对学生的知识进行评估,并在活动后进行感知评估。批判性分析。在 52 名学生的回答中,大多数学生同意或非常同意该活动增加了对课程材料的理解,激发了对课程材料的兴趣,同时为课程增添了趣味元素。从测验前(57.7%±1.5%)到测验后(63.1%±1.9%),学生正确回答多项选择题的平均百分比有明显的统计学增长(P = .002)。与得票较少的珍珠题相比,得票最多的珍珠题与知识增长的相关性并不大。下一步。学生认为括号学活动有趣、有吸引力,而且有利于理解课程材料。然而,知识的增长是有限的。这表明了以提供教育价值的方式构建游戏化的重要性,并强调了修改活动以促进学生学习的必要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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