2018
DOI: 10.1016/j.cptl.2017.11.002
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An open randomized controlled study comparing an online text-based scenario and a serious game by Belgian and Swiss pharmacy students

Abstract: SG and TBS are effective to teach pharmacist triage. Higher SG complexity should be used to teach the aim of pharmacist triage in the case of a specific disease and could be an alternative to simulated patients. A simpler TBS does not require a previous lecture and a debriefing to be fully effective.

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Cited by 23 publications
(39 citation statements)
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“…Other studies have compared the efficacy of different educational methods but in other healthcare domains (such as trauma, urology, surgery, pharmacy) and have also provided conflicting results for learning [15,18,44,45]. In a recent systematic review, serious games used in health professions seem at least effective as a learning control method and may be more effective in improving knowledge and skills [13].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Other studies have compared the efficacy of different educational methods but in other healthcare domains (such as trauma, urology, surgery, pharmacy) and have also provided conflicting results for learning [15,18,44,45]. In a recent systematic review, serious games used in health professions seem at least effective as a learning control method and may be more effective in improving knowledge and skills [13].…”
Section: Discussionmentioning
confidence: 99%
“…Several studies using serious games in healthcare have already been published and have been included in meta-analyses [10][11][12][13][14], but careful analysis shows that serious games are difficult to compare due to the differences in the populations studied, the variety of game designs, topics included, pedagogical objectives and modalities of assessment. Comparative analysis between the educational value of a serious game and a traditional course is already available for cardiac arrest management, trauma triage and other domains, but it is uncertain whether results obtained in one field apply to the others [13][14][15][16][17][18] . In addition, several studies have used a serious game to train nurses in the detection of patient deterioration, but are characterized by a high level of heterogeneity and sometimes provide neutral results [19][20][21][22].…”
Section: Introductionmentioning
confidence: 99%
“…Another study compared online learning tools, branched serious games (SG), and linear text‐based scenarios in Belgian and Swiss pharmacy students learning with a pediatric benign cough case . Student satisfaction and clinical knowledge were evaluated.…”
Section: Gamingmentioning
confidence: 99%
“…Although simulation education had been implemented in military, medical, and nursing programs for decades, the use of high‐fidelity human patient simulation in pharmacy education was first documented in 2006 . Since then, there has been a growth of implementation, outcomes, and assessment of simulation in addition to the expansion of virtual patients (VPs), simulated electronic health records (EHRs), and gaming strategies throughout clinical pharmacy education. As the pedagogical options grow in number and complexity, it is an opportune time to provide clarity in language for the field of health care education.…”
Section: Introductionmentioning
confidence: 99%
“…1 Serious games also enhance learning by engaging and motivating learners through interaction with the game world. 2 When used appropriately in tandem with didactic learning, serious games have a place in pharmacy education, such as pharmacist triaging, 3 herbal medicine education 4 and clinical knowledge training for community practices. 5…”
Section: Introductionmentioning
confidence: 99%