Clauson Angela, Hahn Lindsay, Frame Tracy, Hagan Angela, Bynum Leigh Ann, Thompson Marilyn E, Kiningham Kelley
Belmont University College of Pharmacy, 1900 Belmont Blvd., Nashville, TN 37212, United States.
Belmont University College of Pharmacy, 1900 Belmont Blvd., Nashville, TN 37212, United States.
Curr Pharm Teach Learn. 2019 Jul;11(7):723-728. doi: 10.1016/j.cptl.2019.03.011. Epub 2019 Mar 21.
In addition to clinical knowledge, teamwork and critical thinking are skills necessary to be successful during advanced pharmacy practice experiences (APPEs). One way that educators can help students to achieve these skills is with the utilization of educational games.
Faculty from different departments worked together to develop an educational activity modeled after the escape room game concept for third year pharmacy students enrolled in a pre-APPE readiness course.
The knowledge pre-assessment mean was 81 ± 11.6, with a range of 53 to 105. The mean score following the escape game activity was 79 ± 14.5, with a range of 41 to 100. On average, students scored 3 points lower on the post-assessment (-2.8 ± 13.4). Despite the decrease in overall mean scores from pre-assessment to post-assessment, the overwhelming majority of students (96%, n = 51) felt that this exercise improved clinical skills and facilitated learning.
The escape room activity was developed in such a way that it focused on teamwork, critical thinking, problem solving, and the integration of didactic coursework with the intent that the students could apply their knowledge in a simulated scenario. The students viewed the activity in an overwhelmingly positive light, and their perceptions of the impact of the activity on their ability to think critically and integrate content from their previous courses indicated that the game format has the potential to impact student skills in these areas.
除临床知识外,团队合作和批判性思维是在高级药学实践经验(APPEs)期间取得成功所必需的技能。教育工作者帮助学生掌握这些技能的一种方法是利用教育游戏。
来自不同部门的教师共同努力,为参加APPE预备课程的三年级药学专业学生开发了一项以密室逃脱游戏概念为蓝本的教育活动。
知识预评估平均分为81±11.6,范围为53至105。密室逃脱游戏活动后的平均得分为79±14.5,范围为41至100。平均而言,学生在评估后的得分降低了3分(-2.8±13.4)。尽管从预评估到后评估的总体平均分有所下降,但绝大多数学生(96%,n = 51)认为这项练习提高了临床技能并促进了学习。
密室逃脱活动的设计侧重于团队合作、批判性思维、解决问题以及将理论课程相结合,目的是让学生能够在模拟场景中应用他们的知识。学生对该活动的评价总体上非常积极,他们对活动对其批判性思维能力和整合先前课程内容能力的影响的看法表明,游戏形式有可能影响学生在这些方面的技能。