2015
DOI: 10.5688/ajpe79459
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Educational Games as a Teaching Tool in Pharmacy Curriculum

Abstract: The shift in the pharmacist's role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education. 1-3The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educatio… Show more

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Cited by 87 publications
(77 citation statements)
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“…Gamification increases engagement and motivation, leading indirectly to the acquisition of more knowledge and skills . Faculty members who are willing but nervous to incorporate games into their pedagogy skill set should start with the incorporation of online audience response systems, or word guessing games, for limited periods of classroom time.…”
Section: Resultsmentioning
confidence: 99%
“…Gamification increases engagement and motivation, leading indirectly to the acquisition of more knowledge and skills . Faculty members who are willing but nervous to incorporate games into their pedagogy skill set should start with the incorporation of online audience response systems, or word guessing games, for limited periods of classroom time.…”
Section: Resultsmentioning
confidence: 99%
“…Increasing demands on clinical educators, including teaching, scholarship and clinical practice, necessitate the creative use of educational resources within the clinical setting . Educational games, peer teaching and web‐based learning (WBL) have been shown to facilitate the review of information within clinical education …”
Section: Introductionmentioning
confidence: 99%
“…1 Educational games, peer teaching and web-based learning (WBL) have been shown to facilitate the review of information within clinical education. [2][3][4][5][6][7] Web-based learning, a subset of e-learning, is defined as instruction facilitated through the Internet, which can include tutorials or modules, online discussion, virtual patients or videoconferencing. 2 A majority of WBL literature demonstrates the utility of this educational tool in the classroom.…”
Section: Introductionmentioning
confidence: 99%
“…Alguns estudos verificaram a utilidade dos jogos no contexto da educação farmacêutica [15][16][17][18][19][20][21][22][23][24][25][26] . Encontrou-se apenas uma revisão que resume e valida os resultados positivos associados com jogos educativos utilizados nas escolas de Farmácia 27 .…”
Section: Introductionunclassified