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Game-Based Learning Effects on Student Engagement and Outcomes in Clinical Therapeutics Courses
Anne M Masich1, Leigh Anne Hylton Gravatt1, Benjamin Van Tassell1
1School of Pharmacy, Virginia Commonwealth University, Richmond, VA, USA.
Game-based learning (GBL) in Clinical Therapeutics Module (CTM) courses boosted student engagement and academic performance. Pharmacy students reported higher engagement and better grades when GBL strategies were integrated into their curriculum.
Area of Science:
- Pharmacy Education
- Educational Technology
- Gamification in Higher Education
Background:
- Traditional teaching methods in pharmacy education may not fully engage all students.
- There is a need for innovative strategies to enhance student participation and learning outcomes in clinical therapeutics courses.
Purpose of the Study:
- To evaluate the impact of integrating game-based learning (GBL) strategies on student engagement and academic achievement in two Clinical Therapeutics Module (CTM) courses.
- To compare student perceptions of engagement and learning in GBL-enhanced CTM courses versus traditional non-GBL courses.
Main Methods:
- Game-based learning competitions were implemented in second and third-year Doctor of Pharmacy (P3) CTM courses.
- Student course grades and class participation were recorded; optional surveys assessed student perceptions of engagement and learning.
Main Results:
- High student participation (97.6%) was observed in the GBL competitions.
- Actively participating P3 students were more likely to achieve an 'A' grade (OR 4.02).
- GBL courses reported higher average engagement scores (7.26) compared to non-GBL courses (5.76).
Conclusions:
- Integrating GBL into CTM courses significantly increased student engagement compared to previous non-GBL formats.
- GBL implementation was well-received by students, with most favoring its continuation.
- Game-based learning demonstrated a positive effect on academic performance for P3 pharmacy students.
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