Game-based learning improved pharmacy students' literature searching course scores in one reported study¶
Claim · All claims
Evidence · 1 study · reviewr?·q1
Currency · newest study 2026 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q1 i? A game-based learning approach in a drug information course was followed by average literature searching scores increasing from 79.9% to 90.6% between 2021 and 2023, though credits were allocated based on task completion rather than search strategy quality. → Kapu H 2026
Evidence¶
Kapu H 2026¶
Kapu H, Shetty Veekshitha S, Rajendran Rajalakshmi, Sekhar M Sonal, Kunhikatta Vijayanarayana, Unnikrishnan B, Khan Sohil, Gunning Tiffany K, Athan Eugene, Saha Sajal K, Thunga Girish. (2026). Exploring educational approaches and strategies for developing evidence synthesis skills among pharmacy students: a scoping review protocol. BMJ Open. https://doi.org/10.1136/bmjopen-2026-119283
q1 · i? · review · r?
This is a second-hand report: the protocol's introduction attributes the finding to Whitney R and Wisniewski CS, describing a game-based learning approach in a drug information course with average scores increasing from "79.9% to 90.6% from 2021 to 2023". No effect size is printed; the protocol notes credits were allocated based on task completion rather than the quality of the search strategies developed.
"A recent study published by Whitney R and Wisniewski CS focused on implementing and evaluating a game-based learning approach to improve literature searching skills among pharmacy students through a drug information course, which statistically demonstrated a significant improvement in student performance, with average scores increasing from 79.9% to 90.6% from 2021 to 2023, respectively."
Discussion¶
This page rests on a single sentence in a scoping-review protocol, which attributes the finding to a study by Whitney and Wisniewski; the primary study has not been read for this page. As reported, the comparison is of average scores across course years (2021 to 2023), with no control group, and credit was given for completing tasks rather than for the quality of the search strategies, so the rise cannot be attributed to the game-based approach or read as better searching skill.
Related Claims¶
- Studying worked examples between two rounds of a computer puzzle game produced significantly greater knowledge map improvement than no worked examples for adult players — related
- Most active learning comparison studies differ on more than one course feature, limiting attribution of effects to single features — related
- Inadequate evidence synthesis skills left nearly 70% of pharmacy students and practitioners reporting lack of confidence in applying evidence in patient care — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
game-based-learning-improves-literature-searching-scores-pharmacy |
title |
Game-based learning improved pharmacy students' literature searching course scores in one reported study |
description |
Game-based learning improved pharmacy students' literature searching course scores in one reported study |
status |
review |
evidence_strength |
weak |
newest_evidence |
2026 |
generated |
by process:wiki-ingest on 2026-09-25 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — kapu-h-2026 |
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