Assessing the reaction to and efficacy of the screener drug discovery and development board game as a pedagogical tool in postgraduate courses

dc.creatorFrançois Germain Noël
dc.creatorGeraldo Bonorino Xexeo
dc.creatorMarco Aurélio Martins
dc.creatorErick José Ramo Silva
dc.creatorAndré Sampaio Pupo
dc.creatorPedro Jorge Caldas Magalhães
dc.creatorRoberto César Pereira Lima Júnior
dc.creatorKalinne Kelly Lima Gadelha
dc.creatorKarine Lima Silva
dc.creatorJuliana Montani Raimundo
dc.creatorPaulo César Ghedini
dc.creatorMaria Elena Crespo López
dc.creatorGabriela de Paula Fonseca Arrifano
dc.creatorJuliano Ferreira
dc.creatorRui Daniel Schröder Prediger
dc.creatorGardênia Carmen Gadelha Militão
dc.creatorRenata Barbosa de Oliveira
dc.creatorAndré Willian Hollais
dc.creatorLívia Carla de Melo Rodrigues
dc.creatorDiogo Teixeira Carvalho
dc.creatorSoraia Katia Pereira Costa
dc.creatorDomingos Tabajara de Oliveira Martins
dc.date.accessioned2026-02-05T16:56:48Z
dc.date.issued2024
dc.identifier.doihttps://doi.org/10.1590/1414-431X2023e13258
dc.identifier.issn1414-431X
dc.identifier.urihttps://hdl.handle.net/1843/1590
dc.languageInglêspt_BR
dc.publisherUniversidade Federal de Minas Gerais
dc.relation.ispartofBrazilian journal of medical and biological research
dc.rightsAcesso aberto
dc.subjectJogos
dc.subjectAprendizagem
dc.subjectInquéritos e questionários
dc.subjectDescoberta de drogas
dc.subjectCurso de pós-graduação
dc.subjectAprendizagem baseada em problemas
dc.subject.otherGame-based learning
dc.subject.otherEducational game
dc.subject.otherSurvey
dc.subject.otherDrug discovery
dc.subject.otherPostgraduate course
dc.subject.otherActive learning
dc.titleAssessing the reaction to and efficacy of the screener drug discovery and development board game as a pedagogical tool in postgraduate coursespt_BR
dc.typeArtigo de periódico
local.citation.epage7
local.citation.issue57
local.citation.spage1
local.citation.volume22
local.description.resumoScreener, a board game supplemented with online resources, was introduced and distributed by the Brazilian Society of Pharmacology and Experimental Therapeutics to postgraduate programs as an instructional tool for the process of drug discovery and development (DDD). In this study, we provided a comprehensive analysis of five critical aspects for evaluating the quality of educational games, namely: 1) description of the intervention; 2) underlying pedagogical theory; 3) identification of local educational gaps; 4) impact on diverse stakeholders; and 5) elucidation of iterative quality enhancement processes. We also present qualitative and quantitative assessments of the effectiveness of this game in 11 postgraduate courses. We employed the MEEGA+ online survey, comprising thirty-three close-ended unipolar items with 5-point Likert-type response scales, to assess student perceptions of the quality and utility of Screener. Based on 115 responses, the results indicated a highly positive outlook among students. In addition, we performed a preliminary evaluation of learning outcomes in two courses involving 28 students. Pre- and post-quizzes were applied, each consisting of 20 True/False questions directly aligned with the game's content. The analysis revealed significant improvement in students' performance following engagement with the game, with scores rising from 8.4 to 13.3 (P<0.0001, paired t-test) and 9.7 to 12.7 (P<0.0001, paired t-test). These findings underscore the utility of Screener as an enjoyable and effective tool for facilitating a positive learning experience in the DDD process. Notably, the game can also reduce the educational disparities across different regions of our continental country.
local.publisher.countryBrasil
local.publisher.departmentFAR - DEPARTAMENTO DE PRODUTOS FARMACÊUTICOS
local.publisher.initialsUFMG
local.subject.cnpqCIENCIAS DA SAUDE
local.url.externahttps://www.scielo.br/j/bjmbr/a/FLrhpm5Crtk7Qc3MgrCfY3J/?format=html&lang=en

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