Saeidmirzaei1, Leilimosalanejad2, Atashpour S3, Leila Bazrafcan


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Abstract

Background: Nowadays, with improvement of science and technology, most organizations and educational institutions are interested to use e-learning for teaching their learners.

Aim: In this study we developed and evaluated gamification in cardiovascular pharmacology lessons for the nursing students of Jahrom University of Medical Sciences.

Methods: This study was guise experiment study conducted in two parts (design, implementation, and evaluation). The first part was writing the scenario of the game, the questions byexpert panel, and agreement-based. In the next level, gamification was designed by the Microsoft Asp.net Core technology withspecialized team of educational and engineering designers. Then, it was delivered on www.pharmaplay.ir.

Results: Intervention was conducted on 30 students from nursing and paramedical students. Data collection was performed using a questionnaire with 21 questions, 5 continuum with 4 dimension and professors’ attitudes were examined by 23 questions from advantages and disadvantages of the app.Also, the students’ learning was assessed with pre-test and post-test. The analysis showed that qualitative mean was related to profound learning and enjoyment. In general, the participants had positive opinions in all fields (higher mean all items). In evaluation of professors’ viewpoints, in general, the qualitative mean of views was 3.43 that is an indicator of their positive viewpoint on this educational method. Students’ scores of learning increased from the mean (14.70vs 17.6) after playing the game.

Conclusion: Using new and active methods by engaging the students in their learning and creating an attractive and fun environment can help students to learn more effectively and profoundly, and also allow them to enjoy learning in a motivational environment.

Keywords: Pharmacology course, Gamification, Motivation, Medical education, Active learning



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