What is it about?
This study tested a mobile game app designed to teach pharmacy students how to provide pharmaceutical care. We compared it with the traditional practice workbook in a course at the University of Granada, involving 239 students. The results showed that the app worked as well as traditional methods, and students valued it highly. We also found that men and women responded differently to the app, suggesting that learning tools may need to be adapted to different groups of students.
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Why is it important?
This work shows how gamified mobile tools can be integrated into pharmacy education, offering students a more engaging way to learn essential clinical skills. Unlike previous studies, it directly compares a mobile app with traditional methods in a real classroom setting and highlights gender differences in how students benefit. These findings are timely, as universities are seeking innovative digital strategies that complement established teaching, and they provide guidance for designing more inclusive and effective learning tools.
Perspectives
For me, this article reflects the value of combining digital innovation with traditional teaching. It was very rewarding to see how pharmacy students embraced the app and to realize that even small changes in methodology can shape their motivation and confidence. I also found it fascinating to explore how men and women responded differently, as it opens new avenues for designing more inclusive learning experiences. Above all, I hope this work encourages other educators to experiment with gamification and to share their results with the teaching community.
Dr Manuel Gómez-Guzmán
University of Granada
Read the Original
This page is a summary of: Mobile gamification in pharmacy education: A comparative study of learning outcomes and perceptions across gender, Currents in Pharmacy Teaching and Learning, December 2025, Elsevier,
DOI: 10.1016/j.cptl.2025.102480.
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