2021
DOI: 10.3390/pharmacy9020081
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Experiential Learning in a Gamified Pharmacy Simulation: A Qualitative Exploration Guided by Semantic Analysis

Abstract: Experiential learning is an important component of pharmacist education and is primarily achieved through supervised placement or simulation. This study explored senior pharmacy students’ experiential learning in an extended, immersive, gamified simulation, conducted as a capstone learning activity toward the end of their final year of study, consolidating all prior learning and preparing students for intern practice. The simulation aimed to enhance student confidence, competence and collaboration. The three-w… Show more

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Cited by 10 publications
(14 citation statements)
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“…The concept was shown to be a useful platform for practicing interprofessional education. For example, students from Griffith University positively reflected upon the interprofessional learning opportunities from their Pharmacy Game and welcomed the opportunity to simulate professional exchanges with medical professionals [ 29 ]. Moreover, to the best of our knowledge, it is the only pharmacist educational tool based on the convergence of simulation and gaming, used by multiple universities.…”
Section: Discussionmentioning
confidence: 99%
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“…The concept was shown to be a useful platform for practicing interprofessional education. For example, students from Griffith University positively reflected upon the interprofessional learning opportunities from their Pharmacy Game and welcomed the opportunity to simulate professional exchanges with medical professionals [ 29 ]. Moreover, to the best of our knowledge, it is the only pharmacist educational tool based on the convergence of simulation and gaming, used by multiple universities.…”
Section: Discussionmentioning
confidence: 99%
“…Finally, all data on the learning outcomes were reviewed to identify a common suite of learning outcomes. These The questionnaire was distributed to all seven universities that had implemented the Pharmacy Game, namely, the University of Groningen [5,14,27] and Utrecht University [20,21,23], Netherlands; Vrije Universiteit Brussel [28], Belgium; University of Nottingham and University of Bath, England; Vilnius University, Lithuania; and Griffith University, Australia [29]. One representative from each university was the contact person completing the questionnaire.…”
Section: Questionnaire Design Distribution and Data Analysesmentioning
confidence: 99%
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“…The Griffith University adaptation of the Pharmacy Game, PharmG, has been delivered as a capstone activity for final semester students since 2016 to prepare graduates for pharmacy internship and real-world professional practice [8]. Research undertaken by Griffith University on experiential learning in the gamified simulation confirmed its ability to support teamwork and collaborative learning [9]. Analysis of student participants' reflective journals revealed the transformative capacity of the Pharmacy Game to influence their professional identities, patient-centeredness and future practice [9].…”
Section: Introductionmentioning
confidence: 99%
“…Hope and colleagues in Australia further analyzed the students' written reflections of the pharmacy game using semantic thematic analysis [4]. The major themes that emerged were teamwork, patient-centeredness, medicines provision, future practice, and the learning experience.…”
mentioning
confidence: 99%