1. Gamification of a Mobile Applications Lecture in a Pharmacy Course
- Author
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Christopher S. Wisniewski and Emily P. Jones
- Subjects
Adult ,Male ,Michigan ,Engineering ,South Carolina ,Health Informatics ,Pharmacy ,Library and Information Sciences ,computer.software_genre ,Course (navigation) ,Young Adult ,Humans ,Multimedia ,business.industry ,ComputingMilieux_PERSONALCOMPUTING ,Mobile apps ,Pharmacy education ,Problem-Based Learning ,Mobile Applications ,Video Games ,Education, Pharmacy ,Audience response systems ,Female ,Curriculum ,business ,computer ,Computer-Assisted Instruction ,Audience response ,System software - Abstract
This report describes a librarian's development of an interactive and competitive trivia game using Poll Everywhere, an audience response system software. The trivia game was implemented during a live lecture session on drug information mobile applications taught to first-year pharmacy students. To add a fun and engaging reference for students, the librarian decided to model the game after HQ, a free trivia gaming app. Development of the session, student response, changes to future iterations, and lessons learned by the librarian are described.
- Published
- 2019
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