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6ER-001 The use of gamification to evaluate public understanding of adverse drug reactions
Ist Teil von
European journal of hospital pharmacy. Science and practice, 2023-03, Vol.30 (Suppl 1), p.A161-A161
Ort / Verlag
London: British Medical Journal Publishing Group
Erscheinungsjahr
2023
Quelle
EZB Free E-Journals
Beschreibungen/Notizen
Background and ImportanceThe public was far less aware of adverse drug reactions than the efficacy of drugs. Everyone needed to take care of their own medication safety.Aim and ObjectivesTo develop an interactive game to evaluate public understanding of adverse drug reactions.Material and MethodsWe designed an interactive game through the use of ‘Wordwall’ online template: ‘Quiz’ for ‘Adverse drug reactions’. The correct answer of each question could be shown automatically at the end of the game. The outcomes were collected during July 2022 and evaluated with t-test by SPSS (Statistical Product and Service Solutions) 23.0.Results46 people were included in the game and the total correct rate was 81.74 ± 18.29%. The lack of knowledge about adverse drug reactions was found, for example, 26.08% people thought that adverse drug reactions must occur when taking medicine. Besides, 41.30% people thought that the medication must be discontinued if any adverse drug reaction occur. 17.39% people agreed that adding on other drugs may increase the incidence of adverse drug reactions. Finally, 6.52% people did not know they could feed back to prescribing physicians and pharmacists to mark the adverse drug reaction in medical records.Conclusion and Relevance‘Wordwall’ was an easy-to-play and user-friendly game. Our results indicated that gamification was well accepted among people and helped pharmacists understand what people really think about adverse drug reactions.References and/or AcknowledgementsConflict of InterestNo conflict of interest.