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dc.contributor.authorPiquer Martínez, Celia
dc.contributor.authorGonzález Salgado, Adriana
dc.contributor.authorValverde Merino, María Isabel 
dc.contributor.authorZarzuelo Romero, María José 
dc.contributor.authorGómez Guzmán, Manuel 
dc.date.accessioned2025-09-22T11:34:27Z
dc.date.available2025-09-22T11:34:27Z
dc.date.issued2025-09-17
dc.identifier.citationC. Piquer-Martinez et al. Currents in Pharmacy Teaching and Learning 17 (2025) 102480. https://doi.org/10.1016/j.cptl.2025.102480es_ES
dc.identifier.urihttps://hdl.handle.net/10481/106542
dc.descriptionThis research was funded by the University of Granada through the Advance Innovative Teaching-Learning Project (2022–2024), Code 22–190 (El Plan de Formación e Innovación Docente de la Universidad de Granada 2024–2029 [Plan AcademiaUGR], Vicerrectorado de Calidad, Innovación Docente y Estudios de Grado).es_ES
dc.description.abstractIntroduction In the dynamic realm of educational technology, the “Pharmaceutical Care Mobile App (AF-UGR)” mobile application stands as a novel embodiment of gamification. Methods A controlled trial aimed to evaluate the app's impact on academic performance, satisfaction, and engagement among university students. This study included 239 undergraduate Pharmacy students enrolled in the subject of Pharmaceutical Care. Participants were assigned either to a Control group (traditional practice workbook; n = 151) or an App group (mobile gamified application; n = 88). Academic performance was measured through a standardized multiple-choice written exam based on the Pharmaceutical Care syllabus. Student satisfaction and engagement were assessed using an ad hoc questionnaire combining Likert-scale items (ranging from “Strongly Disagree” to “Strongly Agree”) and open-ended questions. Quantitative data were analyzed using descriptive statistics, t-tests, and chi-square tests, while qualitative feedback was reviewed to identify perceived strengths and areas for improvement. Results Gender-specific differences were observed, with male students more likely to pass the exam when using the app (OR = 6.67, CI95% = 1.72–25.87), whereas female students demonstrated greater success with the traditional practice book (OR = 2.00, CI95% = 1.01–4.03). Despite these variances, the app received high acclaim from students, averaging a score of 4.87 ± 0.40 out of 5. Conclusion The use of the app produced academic results comparable to those achieved through traditional methods, with some variation depending on the content area and student profile. While the app did not consistently outperform the traditional practice workbook, it was positively received by students and enhanced the perceived relevance of the practical content. These findings support its role as a complementary, rather than substitute, resource in Pharmacy education.es_ES
dc.description.sponsorshipUniversity of Granada, Code 22–190es_ES
dc.language.isoenges_ES
dc.publisherElsevieres_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectPharmacy Educationes_ES
dc.subjectGamificationes_ES
dc.subjectGame-based learninges_ES
dc.titleMobile gamification in pharmacy education: A comparative study of learning outcomes and perceptions across genderes_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.1016/j.cptl.2025.102480
dc.type.hasVersionVoRes_ES


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