病人教育游戏设计活动的评价

Innovations in pharmacy Pub Date : 2023-10-10 eCollection Date: 2023-01-01 DOI:10.24926/iip.v14i2.5019
Andrea L Porter, Olivia Kim, Olufunmilola Abraham
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引用次数: 0

摘要

背景:以游戏为基础的学习已经在药学教育中使用,教师为学生开发一个游戏来促进学习。然而,关于健康科学专业的学生自己设计游戏以进一步理解复杂主题的数据却很少。本研究的目的是描述和评估一个专注于药物治疗技能实验室环境中抗凝血剂患者教育的游戏设计活动。创新:参加药物治疗技能实验室课程的二年级药学学生以小组形式进行一小时的主动学习活动,设计一款旨在向患者传授药物知识的游戏。对学生对游戏学习、活动和知识的态度进行了前后分析。结果:绝大多数学生(80.5%)认为该活动是制定患者教育策略的有效途径。通过调查和自由回答问题,学生们报告说,游戏设计活动促进了积极的小组合作,并允许学生从病人的角度出发。学生们还要求额外的时间来完成活动。患者教育重点知识点的知识评估得分从活动前的66.5%提高到活动后一周的71.5%(结论:游戏设计活动为药学学生主动学习抗凝药物提供了一种新颖的教学方法,同时制定了创新的患者教育策略。虽然知识得分有所提高,但学生们强调了对小组合作和站在病人的角度考虑问题的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluation of a Patient Education Game Design Activity.

Background: Game-based learning has been used in pharmacy education settings with the instructor developing a game for students to play to enhance learning. However, there is a paucity of data about health sciences students designing a game themselves to further their understanding of a complex topic. The purpose of this study was to describe and assess a game design activity focused on patient education of anticoagulants in a pharmacotherapy skills laboratory setting.

Innovation: Second-year pharmacy students enrolled in a pharmacotherapy skills laboratory course worked in teams in a one-hour active learning activity to design a game intended to educate patients about their medication. A pre/post analysis of student attitudes about game-based learning and the activity, as well as knowledge, was conducted.

Findings: The large majority of students (80.5%) agreed that the activity was an effective way to develop patient education strategies. Through the survey and free-response questions, students reported that the game design activity facilitated positive group collaboration and allowed students to take the perspective of their patients. Students also requested additional time to complete the activity. Knowledge assessment scores of key patient education points increased from 66.5% prior to the activity to 71.5% one week following the activity (p<0.05).

Conclusion: The game design activity served as a novel teaching method for pharmacy students to actively learn about anticoagulant medications while developing an innovative patient education strategy. Although there was an increase in knowledge scores, students highlighted the impact on group collaboration and taking the perspective of their patients.

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