Evidence map›Paper›PMID 39161123›Full record

ArticlePharmacology research & perspectives2024

The evaluation of digital educational game use in pharmacology teaching process.

Marcin Mateusz Granat, Aleksandra Paź, Dagmara Mirowska-Guzel

Abstract read
In one paragraph

Article in Pharmacology research & perspectives, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

  1. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Marcin Mateusz GranatDepartment of Clinical and Experimental Pharmacology, Faculty of Medicine, Medical University of Warsaw, Warsaw, Poland.ORCID 0000-0003-0577-434X
Aleksandra PaźDepartment of Clinical and Experimental Pharmacology, Faculty of Medicine, Medical University of Warsaw, Warsaw, Poland.ORCID 0009-0002-2511-6811
Dagmara Mirowska-GuzelDepartment of Clinical and Experimental Pharmacology, Faculty of Medicine, Medical University of Warsaw, Warsaw, Poland.ORCID 0000-0001-6294-3256

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The aim of the study was to determine the usefulness of educational video games as a variety applied to the traditional teaching of pharmacology in topics of antifungal and hypolipidemic drugs. Sixty-six volunteers were divided into control group (n = 33) and experimental group (n = 33). The first group received traditional seminar only, and the second played video game designed with the use of Kahoot! platform after the seminar. The assessment of knowledge was conducted with the use of three tests: pre-test was presented before seminar, post-test after seminar (for control group) or after playing the video game (for experimental group), and test no. 3 took place 4 weeks later. Analysis of tests' scores with respect to both topics resulted in the observation that the control and experimental groups show statistically significant improvement in knowledge, whether it was measured after the seminar or 4 weeks later. However, the results of experimental group were statistically better in comparison to the control group. It proves that electronic GBL (game-based learning) applied to standard educational processes increases short- and long-term knowledge retention compared to traditional seminars.

Indexed as

Video GamesAdultAntifungal AgentsEducational MeasurementFemaleHumansMalePharmacologyTeachingYoung AdultAntifungal Agentsgame‐based learningKahoot!pharmacology education

Identifiers

PMID39161123
PMCPMC11333716

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.