Impact of Gamification Strategies Applied to Pharmacy Department Education



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Purpose: The objective of this study was to evaluate the impact of gamification strategies on pharmacy department education via post-module assessment scores and satisfaction survey results. Methods: This was a prospective, randomized controlled trial performed at Texas Children’s Hospital from September 2022 to February 2023. All pharmacy department employees during the specified time frame were included for eligibility. Inability to complete all assigned tasks within the study time frame was the only criteria for exclusion. Study participants underwent simple randomization into two groups: a control group receiving education via traditional modules and an intervention group receiving education via gamified modules. Three educational modules were chosen for gamification. After module completion, employees were given a one-time assessment test with a minimum passing score of 80%. Satisfaction surveys were distributed to participants after each module. The primary endpoint was post-module assessment scores. The secondary endpoint was satisfaction survey scores. Results: Seventy-two participants were included in the study. The study was comprised of both pharmacists and technicians, 55% and 17% respectively. The gamification group experienced higher median post-module assessment scores in two of three modules (p<0.0001). Study participants in the gamification responded more favorably on the satisfaction survey across all three modules. A difference in overall median satisfaction scores between the groups was noted for two of the five satisfaction survey questions. The gamification group had a median survey response of 5, or strongly agree, as compared to the control group’s median survey response of 4, or agree, in answer to the statements on module engagement and enjoyment.

Conclusion: This study demonstrated the positive impact of gamification on pharmacy department personnel’s academic performance. Gamification strategies may be useful tools to improve user engagement when completing assigned academic modules. This study echoes previous findings of the benefits of this novel method of education delivery. Future studies are needed to further which elements of gamification have the most impact, as well as the degree of knowledge retention.



Gamification, Pharmacy, Pharmacy education