Students’ perceptions of an in-house developed pharmacy serious game for professional skills training

2020 ◽  
Vol 6 (5) ◽  
pp. 293-296
Author(s):  
Kevin Yi-Lwern Yap ◽  
Shawn Ignatius Boon Heng Tan ◽  
Kai Zhen Yap ◽  
John Yin Gwee Yap

BackgroundAn in-house three-dimensional (3D) multiplayer online role-playing game was developed for professional skills training of pharmacy students. Students play the game in a post-apocalyptic world to save humankind from zombies. They solve virtual patient encounters through visual and motion-capture technologies. Their gaming perceptions and experiences were investigated.MethodA self-administered questionnaire obtained participants’ demographics, gaming interests, perceptions of game effectiveness, preferences on gaming elements and gameplay experience through the Game Engagement Questionnaire (GEQ). Pre-gameplay and post-gameplay assessments were tracked to assess student learning. Descriptive statistics and paired sample t-tests were used for analysis.ResultsFifty-five students were recruited. Two-thirds of the gameplay group (67.9%) liked the post-apocalyptic fantasy settings and heroic storyline (66.0%). Three quarters liked the modern setting (73.1%), authentic plots (73.5%) and plot animations (72.3%). Participants felt the game was effective in training health communication and patient history-taking skills (81.8%). Participants’ test scores for counselling increased from 66.1%±7.6% (pre-gameplay) to 70.3%±8.0% (post-gameplay, p=0.004). The highest scoring GEQ dimension was sensory and imaginative immersion (2.92±0.74).ConclusionStudents found the game useful for pharmacy professional skills training. With proper implementation, this game can become a useful tool to enhance student learning and gear them towards clinical practices.

2021 ◽  
Vol 8 (2) ◽  
pp. 464-474
Author(s):  
Sha Zhao ◽  
Yizhi Xu ◽  
Zhiling Luo ◽  
Jianrong Tao ◽  
Shijian Li ◽  
...  

Teknodika ◽  
2018 ◽  
Vol 16 (1) ◽  
pp. 10
Author(s):  
Arizal Fadli ◽  
Suharno Suharno ◽  
Akhmad Arif Musadad

The purpose of this research is to determine the effectiveness of the application of interactive learning media based on role playing educational game in Mathematics for Class VII student learning outcomes MTS Negeri Kawunganten compared with conventional learning applied at the school. The method used in this research is the method of Research and Development study with sample class VII C and class VII D in MTS Negeri Kawunganten. The research design used is ADDIE. Based on the results of t-test analysis of the differences in the two averages the study, showed that the obtained t-test = 3.775 while t -table = 2.033. Because t-test > t-table then H0 is rejected, which means that the average class experiment better than the control class that student learning outcomes are given learning by using interactive learning media better than the learning outcomes through conventional learning model, with the word else, it proves that the media based interactive learning role playing educational game effectively to improve student learning outcomes in mathematics class VII in MTS Negeri Kawunganten.


The role of military psychologists in a modern army is very important. It has especial significance under conditions of combat activity of troops. In such circumstances a psychologist must apply different professional skills including pedagogical or those directly related to pedagogy. Consequently, training of military psychologists should include a pedagogical component. The effective example of introduction of this component is immersion of military psychologists into pedagogical situations. Such immersion may be implemented by using role-playing games in the form of giving mini-lectures. The research goal is to ensure enhancement of professional skills of future military psychologists through their immersion into a pedagogical situation. Every future military psychologist (cadet) has an opportunity to play a role of a lecturer, an attendee and a person who analyzes a lecture. All roles have requirements and are obligatory for taking. Participants of the role-playing game do self-assessment of their professional skills after finishing it. They use a special questionnaire. Analysis of the answers is basic for assessment both effectiveness of immersion and enhancement of maturity of more than 20 professional skills. Verification of the obtained results was achieved by using methods of mathematical statistics. The results of the investigation are important for enhancement of the training program which should be supplemented with situations of obligatory immersion of military psychologists into pedagogical situations. The proposed method is useful for teaching psychologists of different specialisms.


2009 ◽  
Vol 42 (03) ◽  
pp. 537-542 ◽  
Author(s):  
Jeanne S. Zaino ◽  
Tricia Mulligan

ABSTRACTWhen designed and executed properly, role-playing simulations go a long way to enhance student learning. Typically, however, simulations are divided along subfields. Most exercises, whether based on real or fictitious events, either place students in various roles within a country or have them represent the international interests of one country among others. In an effort to bridge this divide and answer recent calls to internationalize the curriculum, we have designed and implemented a department-wide crisis simulation. The article demonstrates that students engaged in a large-scale, department-wide simulation gain a greater appreciation and understanding of political processes and variables including negotiation, the opportunities and constraints of institutional design, identity, and strategic thinking.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


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