GAMIFICATION IN TEACHING ECONOMIC AND MANAGEMENT DISCIPLINES TO PHARMACY MASTER’S STUDENTS

Authors

DOI:

https://doi.org/10.32782/eddiscourses/2025-3-9

Keywords:

gamification, higher education in pharmacy, professional training, pharmacy master’s students, digital learning tools

Abstract

The article examines and substantiates the feasibility of implementing gamification in the teaching of economic and managerial disciplines for higher education students majoring in 226 “Pharmacy, Industrial Pharmacy” in the context of the digitalization of the educational process and the challenges posed by external factors (the COVID-19 pandemic and martial law in the country). It is emphasized that modern students are characterized by a high level of digital competence and expect interactive, visually engaging learning formats, which underscores the relevance of student-centered technologies. Gamification is identified as an effective tool for enhancing engagement, intrinsic motivation, and emotional resilience, as well as for developing practical skills and soft skills in future Masters of Pharmacy. The study employed theoretical analysis of scientific sources and digital platforms, along with an empirical approach in the form of an anonymous survey of 71 fourth-year students of the Faculty of Pharmacy at Bogomolets National Medical University. The findings revealed that 94.4% of respondents positively evaluated the importance of gamification in learning, while the most in-demand methods were those involving real-life case modeling, team quests and role-playing games. This indicates students’ preference for interactive learning formats that are closely aligned with professional practice. The implementation of gamified methodologies in teaching the disciplines “Pharmaceutical Management and Marketing” and “Holistic Marketing in Pharmacy” fosters the development of critical thinking, communication skills, teamwork abilities, and the formation of managerial and entrepreneurial competencies essential for professional success in a competitive pharmaceutical market. The results of the study confirm the effectiveness of gamification as a modern educational tool capable of providing practice-oriented training and enhancing the quality of higher pharmaceutical education.

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Published

2025-10-14

How to Cite

Sakhnatska, N. M., Aliekperova, N. V., & Kosyachenko, K. L. (2025). GAMIFICATION IN TEACHING ECONOMIC AND MANAGEMENT DISCIPLINES TO PHARMACY MASTER’S STUDENTS. Медицина та фармація: освітні дискурси, (3), 63–67. https://doi.org/10.32782/eddiscourses/2025-3-9