Hill Robert V, Nassrallah Zeinab
Associate Professor, Department of Science Education, Donald and Barbara Zucker School of Medicine at Hofstra/Northwell.
Assistant Professor, Department of Science Education, Donald and Barbara Zucker School of Medicine at Hofstra/Northwell.
MedEdPORTAL. 2018 Mar 22;14:10696. doi: 10.15766/mep_2374-8265.10696.
The use of games and game elements as teaching tools has received increasing attention in the medical education literature. Used formatively, games promote student engagement and satisfaction, and encourage collaboration and teamwork among students. They may also help students retain knowledge, although research supporting this notion is limited. This resource contains a 30-minute interactive lab station involving two different game-based activities aimed at teaching functional anatomy of the liver and portal venous system.
The first activity is a flipped version of a traditional pinned anatomy practical, wherein students place their own pins on a body donor in response to application-level prompts. The second activity is an outlay-type card game where students assemble cards to depict the venous drainage of gut organs in a healthy patient versus one with portal hypertension.
In end-of-session reviews, several students volunteered feedback that the activities were effective and enjoyable. Additionally, average student scores on two subject exam questions increased by approximately 13% and 4%, compared with students who took the exam before the game elements were introduced.
These game-based activities may serve as a starting point for others wishing to deal with historically difficult topics in a more engaging way. The tools presented are low-cost, low-tech, and easy to modify for use with different student populations.
将游戏及游戏元素用作教学工具在医学教育文献中受到了越来越多的关注。从形成性角度使用时,游戏能促进学生参与并提高满意度,还能鼓励学生之间的协作与团队合作。它们或许也有助于学生记住知识,不过支持这一观点的研究有限。本资源包含一个30分钟的互动实验室环节,其中涉及两项不同的基于游戏的活动,旨在教授肝脏和门静脉系统的功能解剖学。
第一项活动是传统的固定解剖实践的翻转版本,学生根据应用层面的提示在尸体供体上自行放置大头针。第二项活动是一种布局类纸牌游戏,学生组装纸牌以描绘健康患者与门静脉高压患者肠道器官的静脉引流情况。
在课程结束后的评价中,几名学生主动反馈称这些活动有效且有趣。此外,与在引入游戏元素之前参加考试的学生相比,学生在两道学科考试问题上的平均得分分别提高了约13%和4%。
这些基于游戏的活动可以作为其他希望以更具吸引力的方式处理历来较难主题的人的一个起点。所展示的工具成本低、技术含量低,并且易于修改以适用于不同的学生群体。