{"title":"Innovation in teaching and learning: Gamification toward enhancing the performance of entrepreneurial skills and leadership skill in pharmacy student","authors":"Namfon Sribundit , Surasit Lochid-amnuay , Waranee Bunchuailua , Nattiya Kapol , Panoopat Poompruek , Kamolpat Ratsameeratyatum , Sirikanlaya Benjawan , Burin T. Sriwong , Rapeepun Chalongsuk , Sineenart Krichanchai","doi":"10.1016/j.cptl.2025.102301","DOIUrl":null,"url":null,"abstract":"<div><h3>Introduction</h3><div>Entrepreneurship and leadership are essential skills for pharmacy students, yet traditional lecture-based methods may not effectively develop these competencies. Gamification, an innovative teaching approach, has been underutilized in pharmacy education for non-pharmaceutical skills. This study employed gamification to enhance entrepreneurship and leadership skills among fifth-year pharmacy students at Silpakorn University, Thailand.</div></div><div><h3>Objective</h3><div>To (1) assess students' self-efficacy in entrepreneurship and leadership, and (2) evaluate student satisfaction and perceived benefits of Shark Tank-inspired gamification.</div></div><div><h3>Methods</h3><div>An exploratory post-then-pre-assessment was conducted with 65 students (76.9 % response rate). The survey included 18 statements on entrepreneurship and leadership self-efficacy. Students also rated overall skills and satisfaction with the gamified learning environment. Descriptive statistics and paired <em>t</em>-tests were performed using IBM SPSS Statistics version 20.</div></div><div><h3>Results</h3><div>The observations indicate improvements in entrepreneurship and leadership skills (<em>p</em> < 0.01). Overall, post-gamification assessments showed mean scores of 4.04 ± 0.96 for entrepreneurship and 4.08 ± 0.85 for leadership, respectively. Students expressed high satisfaction with the learning environment, noting freedom and a relaxed setting (4.32 ± 0.81), teamwork-based activities (4.20 ± 0.82), and supportive advisor motivation (4.20 ± 0.98). Key perceived benefits included enhanced creativity through group work (4.32 ± 0.95), exposure to diverse pharmacy models (4.30 ± 0.85), and improved understanding of pharmacy management content and presentation skills (4.28 ± 0.92).</div></div><div><h3>Conclusion</h3><div>This study highlights the effectiveness of gamification in building critical non-pharmaceutical skills in pharmacy education. Key success factors include immersive world-building, structured gamified simulations, and personalized feedback.</div></div>","PeriodicalId":47501,"journal":{"name":"Currents in Pharmacy Teaching and Learning","volume":"17 5","pages":"Article 102301"},"PeriodicalIF":1.3000,"publicationDate":"2025-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Currents in Pharmacy Teaching and Learning","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S187712972500022X","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION, SCIENTIFIC DISCIPLINES","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction
Entrepreneurship and leadership are essential skills for pharmacy students, yet traditional lecture-based methods may not effectively develop these competencies. Gamification, an innovative teaching approach, has been underutilized in pharmacy education for non-pharmaceutical skills. This study employed gamification to enhance entrepreneurship and leadership skills among fifth-year pharmacy students at Silpakorn University, Thailand.
Objective
To (1) assess students' self-efficacy in entrepreneurship and leadership, and (2) evaluate student satisfaction and perceived benefits of Shark Tank-inspired gamification.
Methods
An exploratory post-then-pre-assessment was conducted with 65 students (76.9 % response rate). The survey included 18 statements on entrepreneurship and leadership self-efficacy. Students also rated overall skills and satisfaction with the gamified learning environment. Descriptive statistics and paired t-tests were performed using IBM SPSS Statistics version 20.
Results
The observations indicate improvements in entrepreneurship and leadership skills (p < 0.01). Overall, post-gamification assessments showed mean scores of 4.04 ± 0.96 for entrepreneurship and 4.08 ± 0.85 for leadership, respectively. Students expressed high satisfaction with the learning environment, noting freedom and a relaxed setting (4.32 ± 0.81), teamwork-based activities (4.20 ± 0.82), and supportive advisor motivation (4.20 ± 0.98). Key perceived benefits included enhanced creativity through group work (4.32 ± 0.95), exposure to diverse pharmacy models (4.30 ± 0.85), and improved understanding of pharmacy management content and presentation skills (4.28 ± 0.92).
Conclusion
This study highlights the effectiveness of gamification in building critical non-pharmaceutical skills in pharmacy education. Key success factors include immersive world-building, structured gamified simulations, and personalized feedback.