Quizizz for Teaching and Learning About Adherence to Antipsychotics: A Pilot Study of Students’ Perception and Their Level of Knowledge
DOI:
https://doi.org/10.33423/jhetp.v23i3.5843Keywords:
higher education, adherence, antipsychotics, generation Z, pharmacy education, Quizizz, millennialsAbstract
Digital gamification fosters high-level thinking. While other platforms like Jeopardy and Kahoot were frequently studied, the evidence against or in favour of Quizziz, a student-engagement software for use in classroom group assignments and formative assessments were limited. This study aimed at pilot-testing the use of Quizizz to assess its value or appeal as a gamification tool, and to assess the correlation between students’ perceptions and their scores (knowledge). A Quizziz game entitled, “Adherence to antipsychotics” was developed and tested on undergraduates from health (pharmacy and health sciences) and non-health (control) related programs. Their responses to a 15-item validated questionnaire assessing perception were recorded. Students perceived the experience of learning about antipsychotics via Quizizz as positive. Their perceptions correlated positively with their game scores (r = 0.617, p= 0.004). Understandably, students enrolled in health-related programs scored higher than their counterparts (p<0.001), although the mean between-group perception scores did not differ. Quizziz could foster cognitive presence of millennials and equip them to be 21st-century healthcare providers capable of tackling non-adherent, psychiatric patients.