COVID-19期间的虚拟化游戏化药房模拟

D. Hope, G. Grant, G. Rogers, M. King
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引用次数: 9

摘要

扩展和沉浸式游戏化药房模拟已被证明在药学教育中提供变革性学习,为毕业生准备现实世界的实践。一个国际大学联盟已经在他们的课程中实施了药学游戏的本地改编。从2020年初开始,药学学者为应对COVID-19大流行修改了游戏化模拟的交付方式,同时仍致力于提供加强沟通、协作、信心和能力的重要学习成果。澳大利亚的大学从2020年3月开始全面封锁,格里菲斯大学的关键游戏化模拟在2020年完全虚拟交付。采用了一系列同步和异步方法和软件平台,包括Microsoft Teams、Forms和Stream以及在线面试平台Big interview。这允许学生在网上进行模拟活动,包括配药、咨询和临床病例。2021年,格里菲斯大学(Griffith University)进行了药学游戏的混合交付,平衡了学生亲自和在线的参与。在托管平台中加入Microsoft Power Apps增强仿真界面,使用Power Virtual Agent人工智能聊天机器人进行自然语言处理,实现临床异步交互。学习技术的结合提供了在虚拟和混合环境中提供成功的游戏化模拟的手段,同时仍然从顶点活动中获得出色的学习成果。本文详细介绍了用于虚拟化澳大利亚药房游戏的技术,以及教育工作者用于评估学生参与、参与和表现的分析方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtualized Gamified Pharmacy Simulation during COVID-19
Extended and immersive gamified pharmacy simulation has been demonstrated to provide transformative learning in pharmacy education, preparing graduates for real-world practice. An international consortium of universities has implemented local adaptations of the Pharmacy Game into their curricula. From early 2020, pharmacy academics modified the delivery of gamified simulation in response to the COVID-19 pandemic, while still aiming to deliver the important learning outcomes of enhanced communication, collaboration, confidence and competence. Australian universities went into full lockdown from March 2020, and the critical gamified simulation at Griffith University was delivered entirely virtually in 2020. An array of synchronous and asynchronous approaches and software platforms was employed, including Microsoft Teams, Forms and Stream plus the online interview platform Big Interview. These allowed for the simulation activities, including dispensing, counselling and clinical cases, to be conducted by students online. In 2021, Griffith University conducted hybrid delivery of its Pharmacy Game, balancing student participation both in person and online. Microsoft Power Apps was added to the hosting platform to enhance the simulation interface, and Power Virtual Agent artificial intelligence chatbots, with natural language processing, were used to enable asynchronous clinical interaction. The combination of learning technologies provided the means to deliver successful gamified simulation in the virtual and hybrid environments while still achieving outstanding learning outcomes from the capstone activity. This paper details the technologies used to virtualize the Australian Pharmacy Game and the analytics available to educators to assess student participation, engagement and performance.
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