2016 Volume 21 Pages 59-72
With the growth of university advancement rate, the spectrum of freshmen academic skills ranges widely and it brings a reduction of learning time. It is an important matter how study hours are earned in the discussion of awarding a credit to students in a rigorous manner. This study aims to develop web-based learning materials in order to increase the learning time by applying the concept of gamification which is well-used in the field of marketing. The educational effect of the pilot program of web-based learning materials shall be reported by investigating the access logs and the questionnaire carried out for students in the Faculty of Pharmaceutical Sciences.