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The evaluation of digital educational game use in pharmacology teaching process
by
Mirowska‐Guzel, Dagmara
, Granat, Marcin Mateusz
, Paź, Aleksandra
in
Adult
/ Algorithms
/ Antifungal agents
/ Antifungal Agents - pharmacology
/ Educational Measurement
/ Electronic games
/ Female
/ game‐based learning
/ Humans
/ Kahoot
/ Knowledge
/ Learning
/ Male
/ Medical research
/ Medical students
/ Original
/ ORIGINAL ARTICLE
/ Participation
/ Pharmacology
/ Pharmacology - education
/ Programming languages
/ Python
/ Questionnaires
/ Retention
/ Seminars
/ Software
/ Statistical analysis
/ Teaching
/ Video Games
/ Young Adult
2024
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The evaluation of digital educational game use in pharmacology teaching process
by
Mirowska‐Guzel, Dagmara
, Granat, Marcin Mateusz
, Paź, Aleksandra
in
Adult
/ Algorithms
/ Antifungal agents
/ Antifungal Agents - pharmacology
/ Educational Measurement
/ Electronic games
/ Female
/ game‐based learning
/ Humans
/ Kahoot
/ Knowledge
/ Learning
/ Male
/ Medical research
/ Medical students
/ Original
/ ORIGINAL ARTICLE
/ Participation
/ Pharmacology
/ Pharmacology - education
/ Programming languages
/ Python
/ Questionnaires
/ Retention
/ Seminars
/ Software
/ Statistical analysis
/ Teaching
/ Video Games
/ Young Adult
2024
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Do you wish to request the book?
The evaluation of digital educational game use in pharmacology teaching process
by
Mirowska‐Guzel, Dagmara
, Granat, Marcin Mateusz
, Paź, Aleksandra
in
Adult
/ Algorithms
/ Antifungal agents
/ Antifungal Agents - pharmacology
/ Educational Measurement
/ Electronic games
/ Female
/ game‐based learning
/ Humans
/ Kahoot
/ Knowledge
/ Learning
/ Male
/ Medical research
/ Medical students
/ Original
/ ORIGINAL ARTICLE
/ Participation
/ Pharmacology
/ Pharmacology - education
/ Programming languages
/ Python
/ Questionnaires
/ Retention
/ Seminars
/ Software
/ Statistical analysis
/ Teaching
/ Video Games
/ Young Adult
2024
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The evaluation of digital educational game use in pharmacology teaching process
Journal Article
The evaluation of digital educational game use in pharmacology teaching process
2024
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Overview
The aim of the study was to determine the usefulness of educational video games as a variety applied to the traditional teaching of pharmacology in topics of antifungal and hypolipidemic drugs. Sixty‐six volunteers were divided into control group (n = 33) and experimental group (n = 33). The first group received traditional seminar only, and the second played video game designed with the use of Kahoot! platform after the seminar. The assessment of knowledge was conducted with the use of three tests: pre‐test was presented before seminar, post‐test after seminar (for control group) or after playing the video game (for experimental group), and test no. 3 took place 4 weeks later. Analysis of tests' scores with respect to both topics resulted in the observation that the control and experimental groups show statistically significant improvement in knowledge, whether it was measured after the seminar or 4 weeks later. However, the results of experimental group were statistically better in comparison to the control group. It proves that electronic GBL (game‐based learning) applied to standard educational processes increases short‐ and long‐term knowledge retention compared to traditional seminars. A scheme presenting information about the tests determining students' knowledge and questionnaire survey.
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