Evaluation of a Patient Education Game Design Activity

Background: Game-based learning has been used in pharmacy education settings with the instructor developing a game for students to play to enhance learning. However, there is a paucity of data about health sciences students designing a game themselves to further their understanding of a complex top...

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Main Authors: Andrea Porter, Olivia Kim, Olufunmilola Abraham
Format: Article
Language:English
Published: University of Minnesota Libraries Publishing 2023-07-01
Series:INNOVATIONS in Pharmacy
Subjects:
Online Access:https://pubs.lib.umn.edu/index.php/innovations/article/view/5019
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author Andrea Porter
Olivia Kim
Olufunmilola Abraham
author_facet Andrea Porter
Olivia Kim
Olufunmilola Abraham
author_sort Andrea Porter
collection DOAJ
description Background: Game-based learning has been used in pharmacy education settings with the instructor developing a game for students to play to enhance learning. However, there is a paucity of data about health sciences students designing a game themselves to further their understanding of a complex topic. The purpose of this study was to describe and assess a game design activity focused on patient education of anticoagulants in a pharmacotherapy skills laboratory setting. Innovation: Second-year pharmacy students enrolled in a pharmacotherapy skills laboratory course worked in teams in a one-hour active learning activity to design a game intended to educate patients about their medication. A pre/post analysis of student attitudes about game-based learning and the activity, as well as knowledge, was conducted. Findings: The large majority of students (80.5%) agreed that the activity was an effective way to develop patient education strategies. Through the survey and free-response questions, students reported that the game design activity facilitated positive group collaboration and allowed students to take the perspective of their patients. Students also requested additional time to complete the activity. Knowledge assessment scores of key patient education points increased from 66.5% prior to the activity to 71.5% one week following the activity (p<0.05).  Conclusion: The game design activity served as a novel teaching method for pharmacy students to actively learn about anticoagulant medications while developing an innovative patient education strategy. Although there was an increase in knowledge scores, students highlighted the impact on group collaboration and taking the perspective of their patients.  
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spelling doaj.art-6cc2ba10581a48b2909c778a9a98afb02023-08-23T19:07:07ZengUniversity of Minnesota Libraries PublishingINNOVATIONS in Pharmacy2155-04172023-07-0114210.24926/iip.v14i2.5019Evaluation of a Patient Education Game Design ActivityAndrea Porter0Olivia Kim1Olufunmilola Abraham2University of Wisconsin - MadisonUniversity of Wisconsin - MadisonUniversity of Wisconsin - Madison Background: Game-based learning has been used in pharmacy education settings with the instructor developing a game for students to play to enhance learning. However, there is a paucity of data about health sciences students designing a game themselves to further their understanding of a complex topic. The purpose of this study was to describe and assess a game design activity focused on patient education of anticoagulants in a pharmacotherapy skills laboratory setting. Innovation: Second-year pharmacy students enrolled in a pharmacotherapy skills laboratory course worked in teams in a one-hour active learning activity to design a game intended to educate patients about their medication. A pre/post analysis of student attitudes about game-based learning and the activity, as well as knowledge, was conducted. Findings: The large majority of students (80.5%) agreed that the activity was an effective way to develop patient education strategies. Through the survey and free-response questions, students reported that the game design activity facilitated positive group collaboration and allowed students to take the perspective of their patients. Students also requested additional time to complete the activity. Knowledge assessment scores of key patient education points increased from 66.5% prior to the activity to 71.5% one week following the activity (p<0.05).  Conclusion: The game design activity served as a novel teaching method for pharmacy students to actively learn about anticoagulant medications while developing an innovative patient education strategy. Although there was an increase in knowledge scores, students highlighted the impact on group collaboration and taking the perspective of their patients.   https://pubs.lib.umn.edu/index.php/innovations/article/view/5019active learninggame design
spellingShingle Andrea Porter
Olivia Kim
Olufunmilola Abraham
Evaluation of a Patient Education Game Design Activity
INNOVATIONS in Pharmacy
active learning
game design
title Evaluation of a Patient Education Game Design Activity
title_full Evaluation of a Patient Education Game Design Activity
title_fullStr Evaluation of a Patient Education Game Design Activity
title_full_unstemmed Evaluation of a Patient Education Game Design Activity
title_short Evaluation of a Patient Education Game Design Activity
title_sort evaluation of a patient education game design activity
topic active learning
game design
url https://pubs.lib.umn.edu/index.php/innovations/article/view/5019
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