In the digital age, teaching methods and means are necessarily being transformed. This is due to the loss of interest of contemporary students in traditional learning environments due to greater exposure to social networks, multiplicity of platforms and the widespread use of intelligent devices [14]. Here we present the implementation and evaluation of a web game for learning pharmacology in medical students, which generated promising and revealing results both in terms of the usability of the game and its effectiveness in improving academic performance.
The concept of gamification began to be used in 2008 in the business world [15] and denotes the use of techniques, elements and dynamics typical of games in non-recreational activities, in order to enhance motivation and reinforce behaviors aimed at solving a problem and improving productivity [16]. Despite how recent the concept is, its popularity has grown rapidly, in part due to the expectation of solving the great challenge of making learning interesting and engaging in traditional teaching environments.
Modern pedagogical strategies include collaborative, problem-based learning, computational thinking, among others. Although not traditionally considered primary educational material, games are gaining recognition for their effectiveness in medical education.
Gamification can activate motivation for learning, allow for feedback, facilitate meaningful learning by being more attractive, and build student loyalty to the process. In addition, it allows measurable results when competing for levels, points and medals, generates autonomy and develops competitiveness without losing collaboration thanks to connectivity between users in the online space [17], this may explain the results observed in our study. Another great benefit of gamification is the ability to simulate a situation that recreates a sense of risk. This mechanism has been useful in financial education. Students are trained in realistic environments that simulate a stock exchange, which generates a sense of risk necessary to know what it is like to work under pressure, but without losing real money, and also promotes the user engagement facilitating basic and psychological need satisfaction [18]. For university students, the use of technology is natural and comfortable, and learning through this medium is more attractive to them than through classrooms [19].
The MARS scale provides a multidimensional measure of the objective and subjective quality indicators of the applications [10]. The validation of FOGUEO made it possible to establish that provision of services and privacy are two elements to improve, although e-commerce is not the aim of our game. The evaluators considered that the questions and answers of the game are of high quality, in addition, that the game is fun and entertaining, however, with minor deficiencies in customization and interaction. Willig et al. consider that reward mechanisms such as scores, badges, leaderboards, medals, and level changes are the elements that generate the most motivation in players [20]. In our application we use scores and level changes, future versions may include those other aspects mentioned by Willig et al [20].
According to a systematic review of the use of digital games in the education of students in the health area, at least five studies demonstrated that such games had a positive effect, of moderate to large magnitude, when comparing the score obtained in knowledge tests after their use versus those students exposed only to traditional learning. In ten studies, there was evidence of a small to large impact on skill improvement compared to traditional learning. The difference seems to be smaller when comparing digital education with the use of games, but still with a trend in favor of games [21].
Another systematic review published in 2012 identified a total of 25 articles describing a total of 30 games used to train technical and non-technical skills relevant to the surgical field, claiming for validation before its integration into surgical teaching curricula [22]. In 2013, Willig et al. launched a multiple-choice online question game, called Kaizen, to evaluate the clinical knowledge of their Internal Medicine students. They evaluated information retention, acceptance, and withdrawal rate. Participants identified the leaderboard as the main motivation to participate [20]. Something similar was done at the University of Valparaiso, Chile, where a mobile application with internal medicine topics was evaluated. Significant improvement in performance was found among students assigned to the mobile application (average increase of 14.5 ± 8.9 vs 9.4 ± 11.6 points, P value = 0.03). A reduction was also found in the total time and the average time per question, which was significant in the analyses of complete cases (P value = 0.04) [23].
Notwithstanding, applications for teaching pharmacology are rare, although from a theoretical point of view, knowledge tends to be more extensive for learning in this field than in surgical areas. Although they did not use digital strategies, Vallejos et al. of the University Health Sciences Foundation in Bogotá, Colombia, have described the gamification of teaching pharmacology using didactic strategies such as crossword, focus, stop, and other analogues of classic games, demonstrating student satisfaction of more than 70% with improvement in retention and motivation after use [24]. In addition, Ormazabal Valladares et al. reported the use of role-playing for teaching pharmacology in nursing students, through a randomized controlled experimental study, students exposed to role-playing achieved significantly higher scores compared to control groups and general satisfaction with the development of these methodologies [25]. Finally, Avenzoar, a multiplatform game from the University of Seville, Spain, was the only accessible application found in the literature similar to FOGUEO, after a search carried out in August 2023 using Google Scholar, PUBMED and gray literature in the Google search engine, using Spanish or English as a languages and the combination of keywords such as “Game, Pharmacology, Application, ICT, Learning”. This application allows competition of pharmacists against friends or against random users, generates a ranking according to the score obtained and offers prizes for attending events in pharmacies. Its interface is user-friendly and although it offers more than 10,000 questions on the subject and Google Play reports in August 2023 that it has more than 5,000 downloads and 80 ratings, which give it a 4-star score, with negative comments generally related to functionality and positive comments extolling commitment; according to Girardello et al, rating applications using stars provides little or no significant information about their quality [26], it is therefore necessary to validate using scales such as MARS.
It is important to note the limitations of the study, such as the voluntary, non-random participation in the evaluation of academic performance could introduce biases. Software development applied to pharmacology education is new, so the budget allocated to this type of project in universities is usually low, considering that personnel for the scientific and technical construction of these must be highly specialized, so a significant investment in human talent is required to support it, which can be a constraint. Additionally, the questions, both in the game and in the pre and posttest were not validated. No psychometric analysis was done. These limitations offer opportunities for future research and improvements in the design and application of the game.