Gamification in pharmacy education: a systematic quantitative literature review

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. systematically and quantitatively reviews and evaluates th...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:The International journal of pharmacy practice 2023-03, Vol.31 (1), p.15-31
Hauptverfasser: Hope, Denise L, Grant, Gary D, Rogers, Gary D, King, Michelle A
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 31
container_issue 1
container_start_page 15
container_title The International journal of pharmacy practice
container_volume 31
creator Hope, Denise L
Grant, Gary D
Rogers, Gary D
King, Michelle A
description 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. systematically and quantitatively reviews and evaluates the alignment of learning outcomes and the quality of peer-reviewed literature reporting gamification in pharmacy education. 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.
doi_str_mv 10.1093/ijpp/riac099
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_2747276039</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2747276039</sourcerecordid><originalsourceid>FETCH-LOGICAL-c329t-f35d028ca3376710c441a9683ba3ff712f6ed4b7d8a2e430b938834b21d033593</originalsourceid><addsrcrecordid>eNo9kDtPwzAURi0EoqWwMSOPDITavq4ds6EKClKlLjBHjuMIV3nVdor675uohek-dPTp3oPQPSXPlCiYu23Xzb3Thih1gaaMcJZIKvklmhIlaCKFpBN0E8KWECYWqbxGExBcMiXYFG1WunalMzq6tsGuwd2P9rU2B2yL_rR9wRqHQ4i2HkaDd71uootDv7e4ctF6HXtvsbd7Z39v0VWpq2DvznWGvt_fvpYfyXqz-ly-rhMDTMWkhEVBWGo0wHgfMZxTrUQKuYaylJSVwhY8l0WqmeVAcgVpCjxntCAACwUz9HjK7Xy7622IWe2CsVWlG9v2IWNy-FAKAiP6dEKNb0Pwtsw672rtDxkl2agwGxVmZ4UD_nBO7vPaFv_wnzM4Ag1MbsQ</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2747276039</pqid></control><display><type>article</type><title>Gamification in pharmacy education: a systematic quantitative literature review</title><source>MEDLINE</source><source>Oxford University Press Journals All Titles (1996-Current)</source><creator>Hope, Denise L ; Grant, Gary D ; Rogers, Gary D ; King, Michelle A</creator><creatorcontrib>Hope, Denise L ; Grant, Gary D ; Rogers, Gary D ; King, Michelle A</creatorcontrib><description>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. systematically and quantitatively reviews and evaluates the alignment of learning outcomes and the quality of peer-reviewed literature reporting gamification in pharmacy education. 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.</description><identifier>ISSN: 0961-7671</identifier><identifier>EISSN: 2042-7174</identifier><identifier>DOI: 10.1093/ijpp/riac099</identifier><identifier>PMID: 36472962</identifier><language>eng</language><publisher>England</publisher><subject>Education, Pharmacy ; Gamification ; Health Personnel ; Humans ; Learning ; Students</subject><ispartof>The International journal of pharmacy practice, 2023-03, Vol.31 (1), p.15-31</ispartof><rights>The Author(s) 2022. Published by Oxford University Press on behalf of the Royal Pharmaceutical Society.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c329t-f35d028ca3376710c441a9683ba3ff712f6ed4b7d8a2e430b938834b21d033593</citedby><cites>FETCH-LOGICAL-c329t-f35d028ca3376710c441a9683ba3ff712f6ed4b7d8a2e430b938834b21d033593</cites><orcidid>0000-0001-5922-8032 ; 0000-0002-2574-5442 ; 0000-0003-4655-0131 ; 0000-0003-3733-8366</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/36472962$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Hope, Denise L</creatorcontrib><creatorcontrib>Grant, Gary D</creatorcontrib><creatorcontrib>Rogers, Gary D</creatorcontrib><creatorcontrib>King, Michelle A</creatorcontrib><title>Gamification in pharmacy education: a systematic quantitative literature review</title><title>The International journal of pharmacy practice</title><addtitle>Int J Pharm Pract</addtitle><description>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. systematically and quantitatively reviews and evaluates the alignment of learning outcomes and the quality of peer-reviewed literature reporting gamification in pharmacy education. 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.</description><subject>Education, Pharmacy</subject><subject>Gamification</subject><subject>Health Personnel</subject><subject>Humans</subject><subject>Learning</subject><subject>Students</subject><issn>0961-7671</issn><issn>2042-7174</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNo9kDtPwzAURi0EoqWwMSOPDITavq4ds6EKClKlLjBHjuMIV3nVdor675uohek-dPTp3oPQPSXPlCiYu23Xzb3Thih1gaaMcJZIKvklmhIlaCKFpBN0E8KWECYWqbxGExBcMiXYFG1WunalMzq6tsGuwd2P9rU2B2yL_rR9wRqHQ4i2HkaDd71uootDv7e4ctF6HXtvsbd7Z39v0VWpq2DvznWGvt_fvpYfyXqz-ly-rhMDTMWkhEVBWGo0wHgfMZxTrUQKuYaylJSVwhY8l0WqmeVAcgVpCjxntCAACwUz9HjK7Xy7622IWe2CsVWlG9v2IWNy-FAKAiP6dEKNb0Pwtsw672rtDxkl2agwGxVmZ4UD_nBO7vPaFv_wnzM4Ag1MbsQ</recordid><startdate>20230313</startdate><enddate>20230313</enddate><creator>Hope, Denise L</creator><creator>Grant, Gary D</creator><creator>Rogers, Gary D</creator><creator>King, Michelle A</creator><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><orcidid>https://orcid.org/0000-0001-5922-8032</orcidid><orcidid>https://orcid.org/0000-0002-2574-5442</orcidid><orcidid>https://orcid.org/0000-0003-4655-0131</orcidid><orcidid>https://orcid.org/0000-0003-3733-8366</orcidid></search><sort><creationdate>20230313</creationdate><title>Gamification in pharmacy education: a systematic quantitative literature review</title><author>Hope, Denise L ; Grant, Gary D ; Rogers, Gary D ; King, Michelle A</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c329t-f35d028ca3376710c441a9683ba3ff712f6ed4b7d8a2e430b938834b21d033593</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Education, Pharmacy</topic><topic>Gamification</topic><topic>Health Personnel</topic><topic>Humans</topic><topic>Learning</topic><topic>Students</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Hope, Denise L</creatorcontrib><creatorcontrib>Grant, Gary D</creatorcontrib><creatorcontrib>Rogers, Gary D</creatorcontrib><creatorcontrib>King, Michelle A</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>The International journal of pharmacy practice</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Hope, Denise L</au><au>Grant, Gary D</au><au>Rogers, Gary D</au><au>King, Michelle A</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Gamification in pharmacy education: a systematic quantitative literature review</atitle><jtitle>The International journal of pharmacy practice</jtitle><addtitle>Int J Pharm Pract</addtitle><date>2023-03-13</date><risdate>2023</risdate><volume>31</volume><issue>1</issue><spage>15</spage><epage>31</epage><pages>15-31</pages><issn>0961-7671</issn><eissn>2042-7174</eissn><abstract>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. systematically and quantitatively reviews and evaluates the alignment of learning outcomes and the quality of peer-reviewed literature reporting gamification in pharmacy education. 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.</abstract><cop>England</cop><pmid>36472962</pmid><doi>10.1093/ijpp/riac099</doi><tpages>17</tpages><orcidid>https://orcid.org/0000-0001-5922-8032</orcidid><orcidid>https://orcid.org/0000-0002-2574-5442</orcidid><orcidid>https://orcid.org/0000-0003-4655-0131</orcidid><orcidid>https://orcid.org/0000-0003-3733-8366</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 0961-7671
ispartof The International journal of pharmacy practice, 2023-03, Vol.31 (1), p.15-31
issn 0961-7671
2042-7174
language eng
recordid cdi_proquest_miscellaneous_2747276039
source MEDLINE; Oxford University Press Journals All Titles (1996-Current)
subjects Education, Pharmacy
Gamification
Health Personnel
Humans
Learning
Students
title Gamification in pharmacy education: a systematic quantitative literature review
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-24T08%3A15%3A33IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Gamification%20in%20pharmacy%20education:%20a%20systematic%20quantitative%20literature%20review&rft.jtitle=The%20International%20journal%20of%20pharmacy%20practice&rft.au=Hope,%20Denise%20L&rft.date=2023-03-13&rft.volume=31&rft.issue=1&rft.spage=15&rft.epage=31&rft.pages=15-31&rft.issn=0961-7671&rft.eissn=2042-7174&rft_id=info:doi/10.1093/ijpp/riac099&rft_dat=%3Cproquest_cross%3E2747276039%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2747276039&rft_id=info:pmid/36472962&rfr_iscdi=true