Students' perceptions of playing a serious game intended to enhance therapeutic decision-making in a pharmacy curriculum.

Pharmacy education Serious games Simulation Student perceptions Therapeutic decision-making

Journal

Currents in pharmacy teaching & learning
ISSN: 1877-1300
Titre abrégé: Curr Pharm Teach Learn
Pays: United States
ID NLM: 101560815

Informations de publication

Date de publication:
11 2020
Historique:
received: 19 09 2019
revised: 02 04 2020
accepted: 29 05 2020
entrez: 2 9 2020
pubmed: 2 9 2020
medline: 15 12 2021
Statut: ppublish

Résumé

Therapeutic decision-making is a critical part of the skill set required by practicing pharmacists. A potentially straightforward way to teach and evaluate decision-making skills is use of real-time simulations. This study aimed to evaluate pharmacy students' perceptions of using a real-time simulation game to treat their own virtual patient. Second professional year (Y2) and fourth professional year (Y4) pharmacy students were provided an opportunity to use a virtual patient simulation in their courses. Student perceptions of the game and use of the game for decision-making were evaluated by a questionnaire. The qualitative findings were analysed using an inductive thematic analysis. The questionnaire was completed by 120 Y2 and 115 Y4 students. Four themes arose from the analysis that reflected the students' perceptions of autonomy in their learning and practice, the difficulty in committing to a decision, and having fun while learning. This work provides an initial exploration of the perceptions of pharmacy students about playing a real-time, autonomous, simulation-based game for treating a patient. Future research should focus on more detailed evaluation of this game for learning therapeutic decision-making.

Sections du résumé

BACKGROUND AND PURPOSE
Therapeutic decision-making is a critical part of the skill set required by practicing pharmacists. A potentially straightforward way to teach and evaluate decision-making skills is use of real-time simulations. This study aimed to evaluate pharmacy students' perceptions of using a real-time simulation game to treat their own virtual patient.
EDUCATIONAL ACTIVITY AND SETTING
Second professional year (Y2) and fourth professional year (Y4) pharmacy students were provided an opportunity to use a virtual patient simulation in their courses. Student perceptions of the game and use of the game for decision-making were evaluated by a questionnaire. The qualitative findings were analysed using an inductive thematic analysis.
FINDINGS
The questionnaire was completed by 120 Y2 and 115 Y4 students. Four themes arose from the analysis that reflected the students' perceptions of autonomy in their learning and practice, the difficulty in committing to a decision, and having fun while learning.
SUMMARY
This work provides an initial exploration of the perceptions of pharmacy students about playing a real-time, autonomous, simulation-based game for treating a patient. Future research should focus on more detailed evaluation of this game for learning therapeutic decision-making.

Identifiants

pubmed: 32867933
pii: S1877-1297(20)30209-4
doi: 10.1016/j.cptl.2020.05.011
pii:
doi:

Types de publication

Journal Article

Langues

eng

Sous-ensembles de citation

IM

Pagination

1348-1353

Informations de copyright

Copyright © 2020 Elsevier Inc. All rights reserved.

Déclaration de conflit d'intérêts

Declaration of Competing Interest None

Auteurs

Stephen B Duffull (SB)

School of Pharmacy, University of Otago, 18 Frederick St, Dunedin, New Zealand. Electronic address: stephen.duffull@otago.ac.nz.

Aynsley K Peterson (AK)

School of Pharmacy, University of Otago, 18 Frederick St, Dunedin, New Zealand. Electronic address: aynsley.peterson@otago.ac.nz.

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Classifications MeSH