Millennials approach things differently compared to earlier generations, and this includes the manner in which they learn. The absence of approaches best suited for teaching this generation can hinder their learning abilities. This can be particularly challenging in professional programs such as doctor of pharmacy where students are not only expected to have mastery of content but also demonstrate high level of knowledge retention. In recent years, there have been significant technological advances and an educational approach that takes advantage of these will be well received by this young generation of students. In a bid to capitalize on such teaching and learning approaches to better connect with the students of today, there has been a proliferation in gamification tools for teaching. In this study we employed a game‐based student response system known as Kahoot! to assess PharmD students’ perception on gamification and its influence on learning outcomes. We introduced Kahoot! as a formative assessment tool in the classroom for pharmacy students in professional years one to three (P1 – P3) at Chicago State University. We administered a questionnaire to the students and their responses were collated and analyzed using Qualtrics. Results of the study show that over 84 % of the sampled PharmD students indicated that Kahoot! was fun and easy to use. Overall, the findings reveal that using Kahoot! enriches the quality of student learning in the classroom, with 73 % of respondents reporting that gamification gives them a better understanding of topics. The same percentage of students responded positively about employing the gamification tool to assess students’ understanding of topics. About 71 % of participants reported that the tool was able to highlight areas that required more attention. The study also revealed that 73% of respondents indicated that the use of games in the classroom kept them engaged and helped them score well on tests given at the end of the lecture. Of note, about 80% of students stated that the tool has given their confidence a boost. Taken together, gamification has improved the quality of teaching and learning beyond what is provided in conventional classrooms where normal PowerPoint slides and “chalk and talk” are used.
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