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

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

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

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

Journals

  1. Yap K, Tan S, Yap K, Yap J. Students’ perceptions of an in-house developed pharmacy serious game for professional skills training. BMJ Simulation and Technology Enhanced Learning 2020;6(5):293 View
  2. Lam J, Gutierrez M, Goad J, 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 View
  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 View
  4. Tubelo R, Portella F, Gelain M, de Oliveira M, de Oliveira A, Dahmer A, Pinto M. 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 View
  5. Ng S, Anak Dawie D, Chong W, Jamal J, Abd. Rahman S, Jamal J. Pharmacy student experience, preference, and perceptions of gaming and game-based learning. Currents in Pharmacy Teaching and Learning 2021;13(5):479 View
  6. Yap K, Heng Tan S, Yap K. 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 View
  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 View
  8. Hope D, Grant G, Rogers G, King M. Impact of a gamified simulation on pharmacy students' self-assessed competencies. Currents in Pharmacy Teaching and Learning 2022;14(8):990 View
  9. Hope D, Grant G, Rogers G, King M. Integration of an extended, immersive, gamified pharmacy simulation as a capstone event. Pharmacy Education 2021;21:656 View
  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 View
  11. Tran D, Benitez R, Garcia-Stout M, Horlen C, DeRemer C, Donohoe K. Implementation of longitudinal thematic course design across four institutions. Currents in Pharmacy Teaching and Learning 2023;15(8):730 View
  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) View
  13. Nowbuth A, Asombang A, Alaboud K, Souque C, Dahu B, Pather K, Mwanza M, Lotfi S, Parmar V. Gamification as an educational tool to address antimicrobial resistance: a systematic review. JAC-Antimicrobial Resistance 2023;5(6) View
  14. Granat M, Paź A, Mirowska‐Guzel D. The evaluation of digital educational game use in pharmacology teaching process. Pharmacology Research & Perspectives 2024;12(5) View

Books/Policy Documents

  1. Fiadotau M, Tramonti M, Brander H, Callaghan P. Games and Learning Alliance. View