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Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes-themed Escape Room
(2017)
Objective. To design an educational game that will increase third-year professional pharmacy students’ knowledge of diabetes mellitus disease management and to evaluate their perceived value of the
game.
Design and Evaluation of a Self-Care Educational Activity as a Student Learning Experience
(2014)
Objective. To design an educational activity and evaluate its effectiveness on increasing third-year pharmacy students’ knowledge and confidence to recommend self-care products to patients.