Gamification of a Mobile Applications Lecture in a Pharmacy Course

Med Ref Serv Q. 2019 Oct-Dec;38(4):339-346. doi: 10.1080/02763869.2019.1657728.

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.

Keywords: Gamification; audience response systems; drug information; librarians; mobile apps; pharmacy education.

MeSH terms

  • Adult
  • Computer-Assisted Instruction / methods*
  • Curriculum*
  • Education, Pharmacy / methods*
  • Female
  • Humans
  • Male
  • Michigan
  • Mobile Applications*
  • Problem-Based Learning / methods*
  • South Carolina
  • Video Games*
  • Young Adult