Implementation Strategies for Gamification in Pharmacy Clinical Skills Education: A Review and Practical Implications
Bo Han , Yulin Zhao , Nur Wahida Zulkifli
British Journal of Hospital Medicine ›› 2026, Vol. 87 ›› Issue (3) : 51832
Gamification has emerged as an innovative pedagogical strategy with considerable potential to enhance competency development in health professions education. However, its systematic integration into pharmacy clinical skills training remains underexplored. This review systematically synthesises current evidence on the design principles, theoretical foundations, and educational outcomes of gamified learning in pharmacy curricula. Particular emphasis was placed on its influence on learner motivation, knowledge retention, clinical reasoning, and interprofessional collaboration. A comprehensive literature search encompassing pharmacy, medical, and health sciences education was conducted to identify core components and best practice frameworks for effective gamification. Evidence indicates that well-designed gamification models can significantly improve learner engagement and promote the meaningful integration of theoretical knowledge with authentic clinical practice. Nonetheless, several barriers, including limited instructional resources, inadequate faculty expertise, underdeveloped evaluation tools, and ethical concerns related to data security and digital equity, continue to constrain widespread implementation. This review proposes actionable strategies such as precise alignment of gamification elements with course objectives, structured faculty capacity building, enhancement of technological infrastructure, adoption of multidimensional evaluation systems, and strengthened interprofessional collaboration. Future research should focus on adaptive, artificial intelligence (AI)-driven gamification approaches, evaluate their long-term impacts on clinical competence, and develop standardised, evidence-based guidelines for sustainable integration, as outlined in the proposed frameworks within this review.
gamification / pharmacy education / clinical competence / educational technology
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