探索低技术协作棋盘游戏对学生跨专业教育态度的试点项目

R. Stark, Eugenia Opuda
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引用次数: 0

摘要

目的:本项目旨在探讨本科生之间的小型合作游戏体验对学生对跨专业教育(IPE)的态度和信念的影响。方法:两所州立大学的健康科学图书馆员使用低技术的合作棋盘游戏来促进小型的面对面小组游戏。作者使用了跨专业态度量表(IPAS)的修订版,作为对游戏体验影响的前/后评估,IPAS是一种经过验证的工具,用于衡量2011年IPEC跨专业合作实践核心能力的四个领域。结果:虽然轶事证据表明玩合作棋盘游戏对参与的学生有影响,但没有基于统计的证据表明合作棋盘游戏会增加对IPE和跨专业合作实践的积极或消极态度。结论:统计显著性需要更多的学生参与,招生和确保学生有足够的时间完成游戏是未来可能成功的关键。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pilot Project Exploring Low-tech Collaborative Board Gaming on Student Attitudes Toward Interprofessional Education
Objectives: The intent of this project was to explore the impact of a small, collaborative gaming experience among undergraduate students on student attitudes and beliefs about Interprofessional Education (IPE). Methods: Health sciences librarians at two state universities used a low-tech, collaborative board game to facilitate small, in-person group gaming. The authors used an adapted version of the Interprofessional Attitudes Scale (IPAS), a validated instrument that measures the four domains of the 2011 IPEC Core Competencies for Interprofessional Collaborative Practice, as a pre/post assessment of the impact of the gaming experience. Results: While anecdotal evidence indicated that playing a collaborative board game had an impact on the participating students, there was no statistically based evidence that collaborative board games increases positive or negative attitudes about IPE and interprofessional collaborative practice. Conclusions: More student participation is required for statistical significance, recruiting students and ensuring that students have enough time to complete the game play is key to future possible success.
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