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将团队学习和基于游戏的学习融入药学教育。

Blending team-based learning and game-based learning in pharmacy education.

机构信息

California Health Sciences University, College of Pharmacy, United States; A.T. Still University, Kirksville College of Osteopathic Medicine, United States.

California Health Sciences University, College of Pharmacy, United States.

出版信息

Curr Pharm Teach Learn. 2021 Aug;13(8):992-997. doi: 10.1016/j.cptl.2021.06.013. Epub 2021 Jun 26.

Abstract

BACKGROUND AND PURPOSE

Team-based learning (TBL) and game-based learning (GBL) are evidence-based active learning pedagogies. This study reports a learning experience that harnesses TBL and GBL benefits by blending both pedagogies (referred herein as TGL) in the facilitation of an immunology module for pharmacy students. The manuscript presents the rationale for using TGL, a description of the TGL process, student outcomes and satisfaction with the learning experience, and TGL applicability in different topics/disciplines.

EDUCATIONAL ACTIVITY AND SETTING

Sixty-five students were divided into 12 teams. Pre-class foundational readiness material was posted one week before class. Student readiness was assessed via individual and team readiness assurance tests (iRAT/tRAT) mapped to learning objectives, with immediate instructor-mediated debrief. Then student teams worked toward solving clinical applications using evidence-based clinical information databases, e.g., UpToDate, Lexicomp. Finally, students were engaged in a competitive online game designed to review topic's key concepts and evaluate student knowledge individually post-learning experience.

FINDINGS

TGL process fulfilled learning outcomes, indicated by successful student performance in module-related assessments: iRAT = 92.5% ± 1.2; tRAT = 98.3% ± 1.1; educational game = 71.5% ± 3.6; block exam = 82.1% ± 5.3. Student survey indicated that >90% of students are satisfied with readiness material, alignment of activities with learning outcomes, engagement in active learning, gaining new relevant knowledge/skills/mindset, and merging TBL with GBL.

SUMMARY

Combining GBL with TBL allowed assessing student performance individually after the learning experience, an element that is not part of canonical TBL structure, to ensure students are prepared for high-stake/board exams. TGL can be applied in diverse topics/disciplines and is generalizable to small and large cohorts.

摘要

背景与目的

团队学习(TBL)和基于游戏的学习(GBL)是基于证据的主动学习教学法。本研究报告了一种学习体验,通过融合这两种教学法(本文中称为 TGL)来促进药学学生的免疫学模块,利用 TBL 和 GBL 的优势。本文介绍了使用 TGL 的基本原理、TGL 过程的描述、学生的学习成果和对学习体验的满意度,以及 TGL 在不同主题/学科中的适用性。

教育活动和环境

65 名学生分为 12 个小组。课前基础准备材料在课前一周发布。学生的准备情况通过与学习目标相关的个人和团队准备保证测试(iRAT/tRAT)进行评估,并由教师立即进行辅导。然后,学生团队使用基于证据的临床信息数据库(如 UpToDate、Lexicomp)来解决临床应用问题。最后,学生参与了一个竞争性的在线游戏,旨在复习主题的关键概念,并在学习体验后评估学生的个人知识。

发现

TGL 过程满足了学习成果,这表现在与模块相关的评估中学生的表现:iRAT = 92.5% ± 1.2;tRAT = 98.3% ± 1.1;教育游戏 = 71.5% ± 3.6;模块考试 = 82.1% ± 5.3。学生调查显示,超过 90%的学生对准备材料、活动与学习成果的一致性、参与主动学习、获得新知识/技能/思维模式以及将 TBL 与 GBL 融合感到满意。

总结

将 GBL 与 TBL 结合,可以在学习体验后对学生的表现进行个人评估,这是规范 TBL 结构所不具备的一个元素,以确保学生为高风险/董事会考试做好准备。TGL 可应用于不同的主题/学科,并可推广到小规模和大规模的队列。

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