Effect of Digital Serious Games Related to Patient Care in Pharmacy Education: A Systematic Review

被引:10
作者
Santos Silva, Rafaella de Oliveira [1 ]
Pereira, Andre Mascarenhas [1 ]
Souza Anacleto de Araujo, Dyego Carlos [1 ]
Santos Rocha, Kerilin Stancine [1 ]
Serafini, Mairim Russo [2 ]
de Lyra Jr, Divaldo Pereira Jr [1 ]
机构
[1] Univ Fed Sergipe, Lab Teaching & Res Social Pharm LEPFS, Dept Pharm, Sao Cristovao, SE, Brazil
[2] Univ Fed Sergipe, Dept Pharm, Sao Cristovao, SE, Brazil
关键词
education; learning < objective; active learning < simulation/gaming; educational games < simulation/gaming; MEDICAL-EDUCATION; COMPUTER-SIMULATION; CLINICAL PHARMACY; VIDEO GAMES; STUDENTS; HEALTH; GAMIFICATION; SKILLS; VALIDATION; ATTITUDES;
D O I
10.1177/1046878120988895
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background. In recent years, the use of digital serious games in the education of healthcare students and professionals has been frequent. However, there are no high-level evidence studies focused on the effect of this tool in the development of patient care-related competencies in pharmacy education. Aim. To assess the effect of digital serious games on learning about patient care in pharmacy education. Methods. The Cochrane Library, ERIC, Embase, IPA, LILACS, PubMed, Scopus, and Web of Science databases were reviewed to identify relevant studies published up to October 2, 2018. Standardized and non-standardized terms including "games," "serious games," "pharmacy education," "pharmacists," and "pharmacy students" were used as search terms. The quality of the studies was assessed using validated tools. Results and Discussion. Of the 1,521 studies reviewed, seven met the eligibility criteria. Three studies were performed in the United States (42.85%). The most-frequent design studies were randomized controlled studies (n = 3; 42.85%). The number of participants ranged between 6 and 354. In most cases, game scenarios were based on simulations in which users performed the role of the pharmacist (n = 5; 71.42%). The predominant primary outcome was attitudes (n = 5; 71.42%) related to patient care. Only one study (14.27%) demonstrated significant improvements in the assessed primary outcomes. The methodology of the included studies lacked robustness. Conclusion. The effect of learning technological tools on patient care-related competencies was not significant in most of the included studies. Future studies must provide high-quality, integrated-manner evidence on the effect of digital serious games in pharmacy education (knowledge, skills, and attitudes) to facilitate the transfer of learning to real-life scenarios and changes in organizational practices.
引用
收藏
页码:554 / 584
页数:31
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