Game-Based Learning Development Using a Serious Game Approach to Simulate Prescription Acceptance and Administrative Screening in a Pharmacy

Authors

  • Firman Aziz Universitas Pancasakti Makassar
  • Pertiwi Ishak Universitas Pancasakti Makassar
  • Harnipa Harnipa Universitas Pancasakti Makassar
  • Pertiwi Pertiwi Universitas Pancasakti Makassar

Keywords:

Game-Based Learning, Serious Game, Pharmaceutical Services, Pharmacy, Learning Simulation

Abstract

Pharmaceutical services in community pharmacies require pharmacy personnel to possess competencies in prescription acceptance, administrative prescription screening, and clinical decision-making according to pharmaceutical service standards. However, learning activities are still predominantly conducted using conventional approaches, limiting students' opportunities to practice through authentic case simulations. This study aimed to develop a Game-Based Learning application using a Serious Game approach to simulate prescription acceptance and administrative prescription screening in community pharmacies. The research employed the Game Development Life Cycle (GDLC) consisting of Initiation, Pre-production, Production, Testing, and Release stages. The developed Minimum Viable Product (MVP) comprises five core modules: User Login and Management, Pre-Test and Initial Competency Assessment, Game Tutorial, Prescription Acceptance Simulation, and Administrative Prescription Screening. Functional evaluation using Black Box Testing involved 23 testing scenarios, all of which achieved a 100% functional success rate, indicating that every module operated according to the specified requirements. The novelty of this study lies in integrating prescription acceptance and administrative screening into a single modular Serious Game platform developed using the GDLC framework, providing a scalable foundation for comprehensive pharmacy service simulations. This study establishes the initial foundation for interactive digital learning media, while future research will evaluate its educational effectiveness through usability testing and learning outcome assessment.

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Published

2026-08-11

Issue

Section

Articles