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Area of Science:

  • Pharmacy Education
  • Information Literacy Instruction
  • Educational Gamification

Background:

  • Effective literature searching is crucial for pharmacy students.
  • Traditional instruction methods may not fully engage all students.
  • Assessing the impact of innovative teaching strategies is essential.

Purpose of the Study:

  • To evaluate the effectiveness of gamified literature searching instruction.
  • To determine the impact of gamification on student performance and confidence.
  • To assess changes in student-initiated requests for assistance.

Main Methods:

  • Implementation of game-based learning activities (crossword puzzle, escape room) in a drug information course.
  • Instruction focused on PubMed literature searching for first-year pharmacy students.
  • Evaluation of student assignment grades, email requests, and self-reported confidence.

Main Results:

  • Significant improvement in average assignment scores post-gamification (90.1% in 2022, 90.6% in 2023 vs. 79.9% in 2021).
  • Reduction in email requests for assistance.
  • Increase in student confidence levels regarding literature searching skills.

Conclusions:

  • Gamification of literature searching instruction positively impacted student academic performance.
  • Game-based learning activities were well-received by students.
  • Gamification offers a promising strategy for enhancing information literacy education.