Yayın: Digital gaming in class: English medical terminology for pharmacy students
| dc.contributor.author | Mercanoglu, Guldem | |
| dc.contributor.author | Yuksel, Gulru | |
| dc.date.accessioned | 2026-06-27T14:44:25Z | |
| dc.date.issued | 2022 | |
| dc.description.abstract | Objective: Knowledge of medical terminology is crucial for pharmacy students since they will be working as frontline healthcare professionals. Today's younger generation enjoys using digital tools for self-study purposes. This study aimed to investigate the impact of in-class digital game-based activities on pharmacy students' medical terminology learning performance and explore their perceptions. Method: The experiment was conducted with two classes of second-year pharmacy students over a period of 15 weeks in an English for Professional Purposes course. Data were collected using two medical word tests and a post-treatment perception questionnaire. Results: Students who learned the medical words through in-class digital gaming gained more words. This group of students also found the digital tool to be more effective and easier to use. Conclusion: In-class digital gaming is a more beneficial approach to teaching medical terminology. Integrating digital games into teaching practices would improve the acquisition and retention of medical terms among pharmacy students. | en |
| dc.description.uri | https://doi.org/10.46542/pe.2022.221.376382 | |
| dc.identifier.doi | 10.46542/pe.2022.221.376382 | |
| dc.identifier.eissn | 1477-2701 | |
| dc.identifier.endpage | 382 | |
| dc.identifier.issn | 1560-2214 | |
| dc.identifier.issue | 1 | |
| dc.identifier.startpage | 376 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14981/64166 | |
| dc.identifier.volume | 22 | |
| dc.identifier.wos | 000804422900001 | |
| dc.language.iso | eng | |
| dc.publisher | INTERNATIONAL PHARMACEUTICAL FEDERATION | |
| dc.relation.ispartof | PHARMACY EDUCATION | |
| dc.rights | openAccess | |
| dc.subject | Digital gaming | |
| dc.subject | Digital tool | |
| dc.subject | In-class digital gaming | |
| dc.subject | Medical terminology | |
| dc.subject | SCHOOL ENGAGEMENT | |
| dc.subject | KNOWLEDGE | |
| dc.subject | MANAGEMENT | |
| dc.subject | IMPACT | |
| dc.subject | GAMES | |
| dc.subject | Education & Educational Research | |
| dc.title | Digital gaming in class: English medical terminology for pharmacy students | |
| dc.type | Article | |
| dspace.entity.type | Publication | |
| local.import.source | WOS |