Utilizing Game-Based Learning in Literature Searching Instruction for Pharmacy Students

IF 3.8 4区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES American Journal of Pharmaceutical Education Pub Date : 2024-09-20 DOI:10.1016/j.ajpe.2024.101291
Rachel Whitney , Christopher S. Wisniewski
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Abstract

Objective

To determine whether gamifying librarian-led literature searching instruction improved student performance on an authentic literature searching assessment. Secondary objectives included determination of effect on email requests for assistance and student confidence in literature searching abilities.

Methods

Literature searching in PubMed is taught by a librarian to first-year pharmacy students in a drug information course over a 2-week period. The librarian chose to implement 2 game-based learning activities in the live lecture sessions: a crossword puzzle and an escape room. To increase engagement, students were encouraged to work collaboratively as a team during class. To evaluate the impact of incorporating gamification into literature searching instruction, the authors evaluated student grades on a literature searching assignment, reviewed the number of emails received asking for assistance, and evaluated student confidence in literature searching.

Results

Students scored higher on their literature searching assignment after the implementation of game-based instruction. The average grade on this assignment in 2022 was 90.1% compared with 2021 when the average was 79.9%. The average of 90.6% in 2023 also showed statistically significant improvement compared with 2021. Email requests decreased and student confidence increased when comparing 2021 outcomes with those in 2022 and 2023.

Conclusion

Overall, the gamification of literature searching instruction in this course appears to have increased student assignment scores and was well-received by the students.
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在药学专业学生的文献检索教学中利用游戏式学习。
目的确定将图书馆员指导的文献检索教学游戏化是否能提高学生在真实文献检索评估中的成绩。次要目标包括确定对电子邮件求助的影响以及学生对文献检索能力的信心:方法:一名图书馆员在两周时间内向药学专业一年级学生传授在 PubMed 上进行文献检索的方法。图书馆员选择在现场授课环节中开展两个基于游戏的学习活动:填字游戏和密室逃脱。为了提高学生的参与度,鼓励他们在课堂上以团队的形式合作学习。为了评估将游戏化融入文献检索教学的效果,作者评估了学生在文献检索作业上的成绩,回顾了收到的求助邮件数量,并评估了学生对文献检索的信心:结果:实施游戏化教学后,学生的文献检索作业得分更高。2022 年这项作业的平均成绩为 90.1%,而 2021 年的平均成绩为 79.9%(P=.0016)。2023 年的平均成绩为 90.6%,与 2021 年相比也有显著提高(P=.002)。将 2021 年的结果与 2022 年和 2023 年的结果进行比较,电子邮件请求减少了,学生的信心增强了:总之,本课程的文献检索游戏化教学似乎提高了学生的作业得分,并受到了学生的欢迎。
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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来源期刊
CiteScore
4.30
自引率
15.20%
发文量
114
期刊介绍: The Journal accepts unsolicited manuscripts that have not been published and are not under consideration for publication elsewhere. The Journal only considers material related to pharmaceutical education for publication. Authors must prepare manuscripts to conform to the Journal style (Author Instructions). All manuscripts are subject to peer review and approval by the editor prior to acceptance for publication. Reviewers are assigned by the editor with the advice of the editorial board as needed. Manuscripts are submitted and processed online (Submit a Manuscript) using Editorial Manager, an online manuscript tracking system that facilitates communication between the editorial office, editor, associate editors, reviewers, and authors. After a manuscript is accepted, it is scheduled for publication in an upcoming issue of the Journal. All manuscripts are formatted and copyedited, and returned to the author for review and approval of the changes. Approximately 2 weeks prior to publication, the author receives an electronic proof of the article for final review and approval. Authors are not assessed page charges for publication.
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