药学教育中的分组赛:疯狂三月 "对学生参与度和知识的影响。

Innovations in pharmacy Pub Date : 2024-05-31 eCollection Date: 2024-01-01 DOI:10.24926/iip.v15i2.5706
Allison Hursman, Natasha J Petry, Rebecca Brynjulson, Jeanne Frenzel, Donald Miller, Elizabeth Monson, Megan Orr, Lisa M Richter, Joan Viets Nice
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引用次数: 0

摘要

问题描述。游戏化作为一种创新的学习策略被应用于药学教育中,以吸引学习者参与教学内容。疯狂三月用药 "活动采用了 "括号学"(一种以前在药学教育文献中没有描述过的游戏化类型)来提高学生的参与度和对主要疾病状态的了解。创新之处该活动是为药学说教课程最后一学期的顶点课程而开发的。学生们制作了与用药相关的珍珠,并将其放入锦标赛式的支架中。然后,学生们填写括号,预测获胜的珍珠,并每两周投票一次,以确定最有临床意义的珍珠。在活动前后对学生的知识进行评估,并在活动后进行感知评估。批判性分析。在 52 名学生的回答中,大多数学生同意或非常同意该活动增加了对课程材料的理解,激发了对课程材料的兴趣,同时为课程增添了趣味元素。从测验前(57.7%±1.5%)到测验后(63.1%±1.9%),学生正确回答多项选择题的平均百分比有明显的统计学增长(P = .002)。与得票较少的珍珠题相比,得票最多的珍珠题与知识增长的相关性并不大。下一步。学生认为括号学活动有趣、有吸引力,而且有利于理解课程材料。然而,知识的增长是有限的。这表明了以提供教育价值的方式构建游戏化的重要性,并强调了修改活动以促进学生学习的必要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Bracketology in Pharmacy Education: The Impact of March Medication Madness on Student Engagement and Knowledge.

Description of the Problem. Gamification is used in pharmacy education as an innovative learning strategy to engage learners with educational content. The March Medication Madness activity used bracketology, a type of gamification not previously described in pharmacy education literature, to increase student engagement and knowledge of key disease states. The Innovation. The activity was developed for use in a capstone course during the final semester of the didactic pharmacy curriculum. Students created medication-related pearls that were placed in a tournament-style bracket. Students then completed brackets to predict the winning pearls and voted biweekly to determine the most clinically significant pearl. Student knowledge was assessed pre- and post-activity along with a post-activity perception assessment. Critical Analysis. Of the 52 student participant responses, most agreed or strongly agreed that the activity increased understanding and stimulated interest in course material, while adding a fun element to the course. There was a statistically significant increase (P = .002) in the average percentage of multiple-choice questions students answered correctly from the pre-test (57.7% ± 1.5%) to the posttest (63.1% ± 1.9%). Pearls that received the most votes were no more likely to be associated with an increase in knowledge than pearls receiving fewer votes. Next Steps. Implementation of a bracketology activity was perceived by students as fun, engaging, and beneficial in understanding course material. However, increase in knowledge was limited. This shows the importance of structuring gamification in a way that provides educational value and underscores the need to modify the activity to promote student learning.

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