Skip to main content
. 2023 Oct 10;14(2):10.24926/iip.v14i2.5019. doi: 10.24926/iip.v14i2.5019

Table 2.

Student Perceptions Post-Survey Results (n=138)

Question Strongly Agree n (%) Agree n (%) Neither Agree nor Disagree n (%) Disagree n (%) Strongly Disagree n (%) Meana
The anticoagulation game design workshop was an effective way to learn about the medication we were assigned 17 (12.3) 51 (37.0) 25 (18.1) 37 (26.8) 8 (5.8) 3.23
The anticoagulation game design workshop was an effective way to develop strategies for patient education about the medication we were assigned 39 (28.3) 72 (52.2) 10 (7.2) 14 (10.1) 3 (2.2) 3.94
I prefer the game design workshop over a traditional activity, such as reviewing a patient case or a simulated patient encounter 25 (18.1) 35 (25.4) 42 (30.4) 27 (19.6) 9 (6.5) 3.29
I learned from my peers during this activity 33 (23.9) 67 (48.6) 21 (15.2) 13 (9.4) 4 (2.9) 3.81
After the game design activity, I felt confident about the medication pearls for our anticoagulant 12 (8.7) 49 (35.5) 28 (20.3) 39 (28.3) 10 (7.2) 3.10
I engaged with my teammates to come up with an effective game design 54 (39.1) 69 (50) 8 (5.8) 6 (4.3) 1 (0.7) 4.22
The objectives of the activity were clearly explained 31 (22.5) 69 (50) 24 (17.4) 13 (9.4) 1 (0.7) 3.84
Designing a game helped me think about and understand the material in a new way 43 (31.2) 60 (43.5) 18 (13.0) 14 (10.1) 3 (2.2) 3.91
Designing the game distracted me from understanding the material 15 (10.9) 43 (31.2) 29 (21.0) 43 (31.2) 8 (5.8) 3.10
I found it difficult to focus on learning because I felt stressed during the activity 12 (8.8) 31 (22.6) 29 (21.2) 41 (29.9) 24 (17.5) 2.75
I felt as if I had enough time to understand and complete the activity 12 (8.7) 50 (36.2) 29 (21.0) 38 (27.5) 9 (6.5) 3.13
a

1=strongly disagree, 2=disagree, 3=neither agree nor disagree, 4=agree, 5=strongly agree