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学生对将游戏融入基础和临床药代动力学课堂教学的看法。

Students perceptions of the incorporation of games into classroom instruction for basic and clinical pharmacokinetics.

作者信息

Persky Adam M, Stegall-Zanation Jennifer, Dupuis Robert E

机构信息

School of Pharmacy, University of North Carolina at Chapel Hill, USA.

出版信息

Am J Pharm Educ. 2007 Apr 15;71(2):21. doi: 10.5688/aj710221.

DOI:10.5688/aj710221
PMID:17533430
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC1858604/
Abstract

OBJECTIVE

To develop classroom games as alternatives to traditional pharmacokinetic instruction.

DESIGN

three classroom games were created for the following purposes: simple semester review, application of pharmacokinetics in a community-pharmacy setting, and development of critical thinking skills and concept application. All the games incorporated some degree of group activity.

ASSESSMENT

A survey was conducted of students' attitudes towards the incorporation of games into the classroom. A comparison of final examination scores to scores from the previous year was used to determine whether incorporating games hindered learning.

CONCLUSIONS

Overall, students found the games enjoyable, but some students questioned how much they learned. Although the games appeared to have a positive impact on grades and incorporated more than just factual, book knowledge (eg, critical thinking skills), determining how these games improved learning will require further assessment.

摘要

目的

开发课堂游戏作为传统药代动力学教学的替代方法。

设计

创建了三款课堂游戏,目的如下:简单的学期复习、药代动力学在社区药房环境中的应用,以及批判性思维技能和概念应用的培养。所有游戏都包含一定程度的小组活动。

评估

对学生关于将游戏纳入课堂的态度进行了调查。通过将期末考试成绩与上一年的成绩进行比较,以确定纳入游戏是否会妨碍学习。

结论

总体而言,学生觉得游戏很有趣,但一些学生质疑他们学到了多少。尽管这些游戏似乎对成绩有积极影响,且不仅仅涵盖事实性的书本知识(例如批判性思维技能),但要确定这些游戏如何提高学习效果还需要进一步评估。