IntroductionSerious games are innovative pedagogical tools that are increasingly used in teaching. The aim was to design a serious game integrated into a self-learning module to assess learners' achievements and satisfaction.Materials and methodsA serious game in paper version, inspired by EPOS stations and developed with LUDISCAPE(R), was tested with pharmacy interns at Charles Nicolle Hospital (January 2024), randomly divided into two groups. A pre-test, a post-test and a satisfaction survey were carried out.Results and discussionThere were six interns in each group. No significant difference was observed between the traditional evaluation and the serious game evaluation. However, knowledge improved significantly in both groups, underlining the impact of teaching quality.ConclusionSerious games are a relevant assessment tool, but their use must remain moderate to preserve their pedagogical effectiveness.
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