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CAN WE LEARN PHARMACEUTICAL TECHNOLOGY PLAYING?
Complutense University of Madrid (SPAIN)
About this paper:
Appears in: INTED2020 Proceedings
Publication year: 2020
Pages: 8952-8957
ISBN: 978-84-09-17939-8
ISSN: 2340-1079
doi: 10.21125/inted.2020.2448
Conference name: 14th International Technology, Education and Development Conference
Dates: 2-4 March, 2020
Location: Valencia, Spain
Abstract:
In this study we present a gamification pilot experience applied for the first time to Pharmaceutical Technology teaching at the Faculty of Pharmacy, Complutense University of Madrid.

For this purpose several important points to consider were suggested:
• Obtaining tools within Pharmaceutical Technology scope of action, designed by Teachers or Students supervised by this paper´s authors with the purpose of encouraging their participation, creating a favourable environment for developing team work (in-person or not) by confronting the games´ specific requirements and challenges
• Personalize content appropriately: organize work to make sure the gamification activities are adapted to players´ profiles following Richards Bartle´s matrix.
• Apply gamification protocol: it is a simple protocol in order to facilitate student´s collaboration in the design of a tool aimed at encouraging their abilities development during their Pharmaceutical training.

The following points are considered
• Activity´s title
• “Storytelling”
• Filling in a table with the summary of the game: Presentation, Activities, Ending, Title, Difficulty, To be learn, Reward, Description and rules, Material needed, Type of player, Ranking obtained.
• How can you make sure the activity is long-lasting?

Many gamification activities were designed by teachers and students. They were carried out during a Health Sciences Pregraduate Students´ meeting, organized by the Complutense University of Madrid.

Some of these activities applied to Pharmaceutical Technology field are presented in this study.

By carrying out this pilot experience it was discovered that:
• Gamification not only consists of making a record or generating a ranking: in numerous cases, users succeeded to have a good, fun time and were able to connect their study and working activities to their leisure. Hence, adopting a favourable and proactive attitude towards those activities that worked out well for them, as, for example, a gamification activity that correlates with their player profile.
• Gamification is a reward strategy, not only in competition, but also in collaboration as it makes it easier to encourage equality or inclusion (games are a good way of getting people of all sort together to face a common challenge), and the achievement of intermediate chores, encouraging users not to give up on their fulfilment in an entertained way.

In conclusion, yes, you can learn Pharmaceutical Technology playing.
Keywords:
Gamification, Pharmacy, card games, Pharmaceutical-Alphabetical, Pharmaceutical-Monopoly, Pharmaceutical-Akinator.