2015
DOI: 10.2196/mededu.3754
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Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study

Abstract: BackgroundSerious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for education.ObjectiveThis study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game.MethodsA cross-sectional study was conducted using a self-administered survey, … Show more

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Cited by 17 publications
(11 citation statements)
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“…First, a key teaching point in the history-taking visual metaphor is to avoid “tunnel vision” history-taking, which is similar to looking at a 2D pyramid, focusing on 1 causative side or system and ignoring the other 3D pyramid sides and systems. Therefore, 3D depth of the visual metaphor was essential to convey this point, which is commonly used in the game literature and called “spatial metaphor” [52]. Second, the literature has shown that health sciences students’ preference for 3D over 2D games [53].…”
Section: Methodsmentioning
confidence: 99%
“…First, a key teaching point in the history-taking visual metaphor is to avoid “tunnel vision” history-taking, which is similar to looking at a 2D pyramid, focusing on 1 causative side or system and ignoring the other 3D pyramid sides and systems. Therefore, 3D depth of the visual metaphor was essential to convey this point, which is commonly used in the game literature and called “spatial metaphor” [52]. Second, the literature has shown that health sciences students’ preference for 3D over 2D games [53].…”
Section: Methodsmentioning
confidence: 99%
“…Our literature review indicated that serious games could be both enjoyable and motivating for student learning. 14 These results were encouraging because we wanted to create a game from our previous studies 6 9 that would interest students and yet be relevant for PPS training through scenarios based on ‘cognitive authenticity’.…”
Section: Discussionmentioning
confidence: 90%
“…We recruited participants from this cohort as we thought that they would like to play the game before they graduated, since they provided their gaming preferences in previous studies. 6 9 We would need to conduct future perception studies of the full game in our target lower year undergraduate cohorts. Since this was a single-institution study, our results might not be generalisable to pharmacy students from other institutions or countries due to different cultures and preferences.…”
Section: Discussionmentioning
confidence: 99%
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