The effect of different gamification designs on pharmacy and pharmacy technician students

Background: Gamification, a method affecting student motivation, engagement, and success, is included in pharmacy education. In pharmacy education, gamification concepts are generally confused with game-based learning. This study sought the opinions of pharmacy and pharmacy technician students regarding two different gamification designs with various combinations of game elements. Methods: A total of 109 pharmacy and 49 pharmacy technician students were assigned to four groups according to a 2 × 2 factorial design. Two gamification designs were made according to the game elements they involved: (1) badges and points and (2) badges, points, and leaderboard. Data were collected through a survey and focus group interviews to explore students’ opinions about the elements. Results: Of the 129 students who responded to the survey, seven participated in the focus group. Statistically significant differences were observed in terms of entertainment and ambition, while no significant differences were found between the groups regarding motivation. The leaderboard appeared to entertain pharmacy technician students more than pharmacy students. Additionally, two themes, “game elements” and “gamification effect,” emerged from the focus group. Conclusion: The differences between the groups regarding game elements and educational areas highlight the need to determine suitable game elements for effective gamified learning environments.

Authors

Institutions

Publication Details

Journal
Pharmacy Education
Published
2024-09-06
DOI
https://doi.org/10.46542/pe.2024.241.572582
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The effect of different gamification designs on pharmacy and pharmacy technician students

Selay Arkün Kocadere, Bilge Sözen Şahne
2 citations
Pharmacy Education
Educational Games and Gamification
1.58
article

The effect of different gamification designs on pharmacy and pharmacy technician students

Selay Arkün Kocadere, Bilge Sözen Şahne
article en
2 citations

Abstract

Background: Gamification, a method affecting student motivation, engagement, and success, is included in pharmacy education. In pharmacy education, gamification concepts are generally confused with game-based learning. This study sought the opinions of pharmacy and pharmacy technician students regarding two different gamification designs with various combinations of game elements. Methods: A total of 109 pharmacy and 49 pharmacy technician students were assigned to four groups according to a 2 × 2 factorial design. Two gamification designs were made according to the game elements they involved: (1) badges and points and (2) badges, points, and leaderboard. Data were collected through a survey and focus group interviews to explore students’ opinions about the elements. Results: Of the 129 students who responded to the survey, seven participated in the focus group. Statistically significant differences were observed in terms of entertainment and ambition, while no significant differences were found between the groups regarding motivation. The leaderboard appeared to entertain pharmacy technician students more than pharmacy students. Additionally, two themes, “game elements” and “gamification effect,” emerged from the focus group. Conclusion: The differences between the groups regarding game elements and educational areas highlight the need to determine suitable game elements for effective gamified learning environments.

Pharmacy EducationVol. 24(1)
Hacettepe University (TR)
Openalex Percentile: Top 16%
Educational Games and Gamification
1.58
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.