Pathfinder: a modified collaborative game for learning and team development.

Innovations in pharmacy Pub Date : 2025-10-27 eCollection Date: 2025-01-01 DOI:10.24926/iip.v16i3.6187
Julie H Oestreich, Racheal Hendershot, Susan J Lewis, Jason W Guy
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Abstract

Introduction: Games and other active learning techniques provide engaging, situation-based experiences that allow for immediate feedback and student empowerment. However, many games require significant time commitments and remain burdensome for faculty to integrate easily across other topics. Description of Innovation: The authors modified a leadership activity to create a Pathfinder® game for recruitment and educational purposes. The highly cooperative and interactive maze design embeds a quiz to retrieve knowledge. Participants are tasked with finding their way out of a square maze on the floor, physically moving throughout the maze and answering quiz questions as they correctly navigate a pre-determined path known only by the gamemaster. Previous implementations of the Pathfinder® game include in-class learning, team-building, and prospective student recruitment. At the end of the game, one class of students were surveyed to gather feedback. Findings: The descriptive survey gathered 36 student responses of which 75% agreed or strongly agreed that the game enhanced their learning experience, while 86% of students felt the game was fun and/or engaging. The game provides a low stakes mechanism for students to assess their knowledge and practice team building and communication. Importantly, Pathfinder® is highly adaptable to other disciplines/content areas and requires a relatively low amount of preparation time. However, adequate physical space is needed for successful implementation. Summary: Pathfinder® is an interactive game that provides an opportunity for participants to work on communication and knowledge retention in an engaging and highly adaptable format that can be modified for virtually any topic or discipline.

探路者:一个改进的学习和团队发展的合作游戏。
游戏和其他主动学习技术提供了引人入胜的、基于情境的体验,允许即时反馈和学生授权。然而,许多游戏需要大量的时间投入,并且对于教师来说仍然是负担,无法轻松地整合其他主题。创新描述:作者修改了一个领导力活动,创造了一个探路者®游戏,用于招聘和教育目的。高度合作和互动的迷宫设计嵌入了检索知识的测验。参与者的任务是在地板上找到一个方形迷宫的出路,在迷宫中移动,并回答测试问题,因为他们正确地走在只有游戏主持人知道的预定路径上。探路者®游戏的先前实现包括课堂学习,团队建设和未来的学生招募。在游戏结束时,对一个班级的学生进行调查以收集反馈。结果:描述性调查收集了36名学生的反馈,其中75%的人同意或强烈同意游戏增强了他们的学习体验,而86%的学生认为游戏很有趣和/或引人入胜。游戏提供了一个低风险的机制,让学生评估自己的知识,并练习团队建设和沟通。重要的是,Pathfinder®是高度适应其他学科/内容领域,需要相对较低的准备时间。然而,成功实施需要足够的物理空间。摘要:探路者®是一个互动游戏,为参与者提供了一个机会,在一个引人入胜的和高度适应性的格式,可以修改为几乎任何主题或学科沟通和知识的保留。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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