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Citing this Article

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Published on 11.05.15 in Vol 1, No 1 (2015): Jan-Jun

This paper is in the following e-collection/theme issue:

Works citing "Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study"

According to Crossref, the following articles are citing this article (DOI 10.2196/mededu.3754):

(note that this is only a small subset of citations)

  1. Yap KY, Tan SIBH, Yap KZ, Yap JYG. Students’ perceptions of an in-house developed pharmacy serious game for professional skills training. BMJ Simulation and Technology Enhanced Learning 2020;6(5):293
    CrossRef
  2. Lam JT, Gutierrez MA, Goad JA, Odessky L, Bock J. Use of virtual games for interactive learning in a pharmacy curriculum. Currents in Pharmacy Teaching and Learning 2019;11(1):51
    CrossRef
  3. Alyami H, Alawami M, Lyndon M, Alyami M, Coomarasamy C, Henning M, Hill A, Sundram F. Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study. JMIR Serious Games 2019;7(3):e13748
    CrossRef
  4. Tubelo RA, Portella FF, Gelain MA, de Oliveira MMC, de Oliveira AEF, Dahmer A, Pinto MEB. Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial. International Journal of Medical Informatics 2019;130:103944
    CrossRef
  5. Ng S, Anak Dawie DDS, Chong W, Jamal JA, Abd. Rahman SNA, Jamal JI. Pharmacy student experience, preference, and perceptions of gaming and game-based learning. Currents in Pharmacy Teaching and Learning 2021;13(5):479
    CrossRef
  6. Yap KY, Heng Tan SIB, Yap KZ. Students’ Perceptions of an In-house Developed Multiplayer Online Role-playing Serious Game for Learning of 21st Century Skills – a Cross Sectional Study. International Journal of Digital Health 2021;1(1):6
    CrossRef
  7. Kayyali R, Wells J, Rahmtullah N, Tahsin A, Gafoor A, Harrap N, Nabhani-Gebara S. Development and evaluation of a serious game to support learning among pharmacy and nursing students. Currents in Pharmacy Teaching and Learning 2021;13(8):998
    CrossRef
  8. Hope DL, Grant GD, Rogers GD, King MA. Impact of a gamified simulation on pharmacy students' self-assessed competencies. Currents in Pharmacy Teaching and Learning 2022;14(8):990
    CrossRef
  9. Hope DL, Grant GD, Rogers GD, King MA. Integration of an extended, immersive, gamified pharmacy simulation as a capstone event. Pharmacy Education 2021;21:656
    CrossRef
  10. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390
    CrossRef
  11. Tran D, Benitez R, Garcia-Stout M, Horlen C, DeRemer C, Donohoe KL. Implementation of longitudinal thematic course design across four institutions. Currents in Pharmacy Teaching and Learning 2023;15(8):730
    CrossRef
  12. Dabbous M, Sakr F, Safwan J, Akel M, Malaeb D, Rahal M, Kawtharani A. Instructional educational games in pharmacy experiential education: a quasi-experimental assessment of learning outcomes, students’ engagement and motivation. BMC Medical Education 2023;23(1)
    CrossRef
  13. Nowbuth AA, Asombang AW, Alaboud K, Souque C, Dahu BM, Pather K, Mwanza MM, Lotfi S, Parmar VS. Gamification as an educational tool to address antimicrobial resistance: a systematic review. JAC-Antimicrobial Resistance 2023;5(6)
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/mededu.3754):

  1. Fiadotau M, Tramonti M, Brander H, Callaghan P. Games and Learning Alliance. 2022. Chapter 34:329
    CrossRef