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Published on: March 27, 2013
Use of virtual games for interactive learning in a pharmacy curriculum
Jerika T Lam1, Mary A Gutierrez1, Jeff A Goad1
1Department of Pharmacy Practice, Chapman University School of Pharmacy, 9401 Jeronimo Rd, RHS Campus, Irvine, CA 92618, United States.
Educational virtual games in pharmacy education significantly improved student pharmacists' attitudes and satisfaction. This study explored the impact of Mimycx virtual learning experiences on engagement and learning outcomes.
Area of Science:
- Pharmacy Education
- Educational Technology
- Game-Based Learning
Background:
- Traditional pharmacy curricula face challenges in student engagement.
- Innovative teaching methods are needed to enhance learning experiences.
- Virtual reality and gaming offer new pedagogical approaches.
Purpose of the Study:
- To assess student pharmacists' attitudes and satisfaction with educational virtual games.
- To evaluate the impact of virtual gaming on learning and engagement in pharmacy courses.
- To explore the effectiveness of Mimycx quests in Healthcare Communication and Psychiatry/Neurology.
Main Methods:
- First-year student pharmacists participated in Mimycx virtual game quests.
- Students were assigned to teams to complete assigned games.
- Pre- and post-quest questionnaires were administered voluntarily via Qualtrics.
Main Results:
- A total of 79 students participated, with 66 completing questionnaires.
- Students reported increased familiarity with virtual gaming concepts.
- Significant changes in attitudes and satisfaction toward the Mimycx virtual learning experience were observed.
Conclusions:
- Virtual gaming technology can enhance student pharmacists' learning and classroom engagement.
- The Mimycx experience increased familiarity with virtual educational gaming.
- No significant differences were found in attitudes toward communication and teamwork.
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