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Impact of Novel Active-Learning Approaches Through iBooks and Gamification in a Reformatted Pharmacy Course
Melanie Dicks1, Frank Romanelli1,2
1University of Kentucky College of Pharmacy, Lexington, Kentucky.
New educational technology and gamification in pharmacy courses did not immediately improve student exam scores or satisfaction compared to traditional methods. Further research is needed to assess long-term impacts of these innovative teaching techniques.
Area of Science:
- Pharmacy Education
- Educational Technology
- Pedagogy
Background:
- Traditional nonprescription products courses may not fully engage students.
- Innovative teaching methods, including educational technology and gamification, are being explored to enhance learning outcomes.
Purpose of the Study:
- To compare pharmacy students' assessment and evaluation ratings between a newly formatted nonprescription products course and a traditional one.
- To evaluate the impact of educational technology and gamification on student performance and satisfaction.
Main Methods:
- Comparative analysis of examination scores and course evaluations.
- Students were divided into two groups: one receiving traditional instruction, the other receiving instruction incorporating educational technology and gamification (iBooks).
Main Results:
- Students in the traditional course significantly outperformed the new course group in eight examination categories.
- Students in the new course significantly outperformed the traditional group in four examination categories.
- Student satisfaction was high in both courses, with no significant differences noted regarding the use of gamification and iBooks.
Conclusions:
- Immediate improvements in student examination performance and course satisfaction were not observed with the introduction of new teaching techniques using educational technology.
- The integration of gamification and iBooks may require more time to demonstrate significant benefits in pharmacy education.
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