Creation and implementation of a drug discovery and development game

Curr Pharm Teach Learn. 2022 Feb;14(2):229-234. doi: 10.1016/j.cptl.2021.11.025. Epub 2021 Dec 24.

Abstract

Background and purpose: Gamification is a commonly employed active-learning technique to increase student engagement and learning. Few games teaching the drug discovery and development process exist.

Educational activity and setting: A six hour component of the elective course Non-traditional Pharmacy Career Routes focused on drug development. Four of the six hours were devoted to a game designed to mimic the drug discovery and development process. The 17 enrolled students were split into smaller groups designated to represent large pharmaceutical, start-up, or generic companies. The number of resources each group began with varied depending on the type of company they were assigned. Students worked to develop and bring to market the most drugs and gain the most money. To reinforce the reflective and innovative learning process, students created "failure" cards before the game started that had reasons for failures during the drug development process.

Findings: Two questions about the drug discovery and development process were on a pre-/post-assessment. The first question was answered correctly by 12 of 16 students on the pre-assessment, while 15 of 17 students answered correctly on the post-assessment. The second question was answered correctly by 13 of 16 students on the pre-assessment and all students on the post-assessment. The students enjoyed playing the game and felt that it helped them to understand the drug development process.

Summary: A novel, role-play game that allows students to learn the drug discovery and development process has the potential to be implemented in similar courses.

Keywords: Active learning; Drug development; Drug discovery; Gamification.

MeSH terms

  • Drug Discovery
  • Humans
  • Learning*
  • Problem-Based Learning*
  • Students