Abstract

Digital gamification fosters high-level thinking. While other platforms like Jeopardy and Kahoot were frequently studied, the evidence against or in favour of Quizziz, a student-engagement software for use in classroom group assignments and formative assessments were limited. This study aimed at pilot-testing the use of Quizizz to assess its value or appeal as a gamification tool, and to assess the correlation between students’ perceptions and their scores (knowledge). A Quizziz game entitled, “Adherence to antipsychotics” was developed and tested on undergraduates from health (pharmacy and health sciences) and non-health (control) related programs. Their responses to a 15-item validated questionnaire assessing perception were recorded. Students perceived the experience of learning about antipsychotics via Quizizz as positive. Their perceptions correlated positively with their game scores (r = 0.617, p= 0.004). Understandably, students enrolled in health-related programs scored higher than their counterparts (p<0.001), although the mean between-group perception scores did not differ. Quizziz could foster cognitive presence of millennials and equip them to be 21st-century healthcare providers capable of tackling non-adherent, psychiatric patients.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.