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6ER-021 Retrospective of drug innovation during the SARS-Cov2 pandemic: development of a game-based training
  1. S Tollec,
  2. V Teixeira,
  3. A Lefrançois
  1. Orléans Regional Hospital, Pharmacy, Orléans, France


Background and Importance Hospital pharmacies have contributed to the research and development of remedies against coronavirus disease 2019 (COVID-19), by managing many drugs, off-label, in clinical trial, or in early access program. Within the framework of continuing education of pharmacy technicians, a retrospective of this drug innovation process, with a short and playful format, was proposed.

Aim and Objectives To develop and evaluate a game-based training, for the pharmacy technicians, in order to understand the drug innovation process, during the SARS-Cov2 pandemic.

Material and Methods Regardless of their status, 32 medications, used against COVID-19, in our hospital, from March 2020 to May 2022, were identified. For each medicine, a playing card was created with on the front: International Non-Proprietary Name (INN) and princeps, and on the back: INN, princeps, drug status, pharmacological class and family, date of first dispensing. 2 teams of 3 players competed to align the playing cards in chronological order, then the trainer debriefed the game. A presentation support of the training was done, detailing the pedagogical objectives, the rules of the game and the theoretical knowledge. A self-assessment and a feedback form were created.

Results 2 one-hour (30 minutes of play, 30 minutes of debriefing) sessions were conducted. 34 health care professionals, from 14 hospitals, participated in training. 94% of participants completed questionnaires. At the end of the session, 100% improved their knowledge, 84% could chronologically locate the drugs used against COVID-19 (against 16% at the beginning of the session) and 97% could explain the stages of drug innovation during the pandemic (against 3% at the beginning of the session). Regarding the feedback form, 100% appreciated the content and 97% the rhythm of the game. The overall satisfaction rate was 97% (good or very good).

Conclusion and Relevance This gamification of training was very much appreciated. The format combines conviviality and cooperation, while providing serious content. The experience could be replicated, during continuing education, with other themes.

Conflict of Interest No conflict of interest.

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