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Volume 1 - Issue 4, November - December 2025

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Volume 1 - Issue 4, November - December 2025


πŸ“‘ Paper Information
πŸ“‘ Paper Title Review on Emerging Trends in Pharmacy Education: Artificial Intelligence (AI), Virtual Reality (VA), Augmented Reality(AR) in Teaching
πŸ‘€ Authors K. Malleswari, Dr.D.Rama Brahma Reddy, P.Akhila
πŸ“˜ Published Issue Volume 1 Issue 4
πŸ“… Year of Publication 2025
πŸ†” Unique Identification Number IJAMRED-V1I4P83
πŸ“ Abstract
Artificial Intelligence (AI) emerged as an intervention for data and number-related problems. This breakthrough has led to several technological advancements in virtually all fields from engineering to architecture, education, accounting, business, health, and so on. AI has come a long way in healthcare, having played significant roles in data and information storage and management – such as patient medical histories, medicine stocks, sale records, and so on; automated machines; software and computer applications like diagnostic tools such as MRI radiation technology, CT diagnosis and many more have all been created to aid and simplify healthcare measures. AI technology has been identified for analyzing as well as interpreting some important fields of pharmacy like drug discovery, dosage form designing, polypharmacology, and hospital pharmacy. To characterize how virtual reality (VR) has been and is being used in pharmacy education, and evaluate the projected utility of VR technology in pharmacy education in the future. Virtual reality technology can provide an immersive and interactive learning environment, overcoming many of the early challenges faced by instructors who used virtual activities for pharmacy education. With further technological and software development, VR has the potential to become an integral part of pharmacy education. Augmented reality (AR) and gamification, which involve the use of mobile devices, tablets, and laptops to enhance learning experiences, are relatively new in tertiary education. This article calls for the implementation of AR and gamification in pharmacy education in African countries and other low-resource settings.