Saving student interaction by saving the Starks

IF 0.4 Q4 HEALTH CARE SCIENCES & SERVICES
H. Parkar
{"title":"Saving student interaction by saving the Starks","authors":"H. Parkar","doi":"10.7196/AJHPE.2021.V13I3.1508","DOIUrl":null,"url":null,"abstract":"Amidst all the confusion with the pandemic, the shift to online learning was an adjustment for both students and lecturers. The loss of face-to-face contact sessions meant the absence of the initial visual diagnostic assessment and the opportunity to consolidate acquired knowledge in real-time. It was also observed that student interest and active engagement on online platforms, decreased as the year progressed and an “online fatigue” ensued. To overcome the difficulties experienced, a gamification-based formative assessment approach was taken. This was done to assess the application of knowledge of first-year medical students acquired during their antibacterial pharmacology narrated lecture. The game, called “ Saving the Starks ” is themed after a popular TV series called Game of Thrones and was created using Microsoft PowerPoint with animated triggers and the soundtrack of the Game of Thrones show to create a truly immersive experience. The game was well-received by students based on the overwhelmingly positive response on the discussion board. The gamification element increased student engagement and helped excite them about the content. The use of popular culture references and the competitive aspect of the game fostered enthusiasm within the learning environment and amongst peers. It also allowed for student-lecturer engagement on a more congenial level creating a pleasant environment for learning.","PeriodicalId":43683,"journal":{"name":"African Journal of Health Professions Education","volume":"13 1","pages":"191-192"},"PeriodicalIF":0.4000,"publicationDate":"2021-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"African Journal of Health Professions Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7196/AJHPE.2021.V13I3.1508","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0

Abstract

Amidst all the confusion with the pandemic, the shift to online learning was an adjustment for both students and lecturers. The loss of face-to-face contact sessions meant the absence of the initial visual diagnostic assessment and the opportunity to consolidate acquired knowledge in real-time. It was also observed that student interest and active engagement on online platforms, decreased as the year progressed and an “online fatigue” ensued. To overcome the difficulties experienced, a gamification-based formative assessment approach was taken. This was done to assess the application of knowledge of first-year medical students acquired during their antibacterial pharmacology narrated lecture. The game, called “ Saving the Starks ” is themed after a popular TV series called Game of Thrones and was created using Microsoft PowerPoint with animated triggers and the soundtrack of the Game of Thrones show to create a truly immersive experience. The game was well-received by students based on the overwhelmingly positive response on the discussion board. The gamification element increased student engagement and helped excite them about the content. The use of popular culture references and the competitive aspect of the game fostered enthusiasm within the learning environment and amongst peers. It also allowed for student-lecturer engagement on a more congenial level creating a pleasant environment for learning.
拯救斯塔克一家,拯救学生互动
在与疫情的混乱中,向在线学习的转变对学生和讲师来说都是一种调整。失去面对面的接触意味着缺乏最初的视觉诊断评估,也没有机会实时巩固所获得的知识。还观察到,随着时间的推移,学生对在线平台的兴趣和积极参与度下降,随之而来的是“在线疲劳”。为了克服所遇到的困难,采取了一种基于游戏化的形成性评估方法。这是为了评估一年级医学生在抗菌药理学讲座中获得的知识的应用。这款名为“拯救斯塔克一家”的游戏以一部名为《权力的游戏》的热门电视剧为主题,使用微软PowerPoint制作,并配有动画触发器和《权力的比赛》节目的配乐,以创造真正身临其境的体验。基于讨论板上压倒性的积极反应,该游戏受到了学生们的好评。游戏化元素增加了学生的参与度,有助于激发他们对内容的兴趣。流行文化参考的使用和游戏的竞争性培养了学习环境和同龄人的热情。它还允许学生和讲师在更合适的水平上参与,为学习创造一个愉快的环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
African Journal of Health Professions Education
African Journal of Health Professions Education HEALTH CARE SCIENCES & SERVICES-
自引率
0.00%
发文量
18
审稿时长
24 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信