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Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs--a randomized controlled trial.抗菌药物药理学教学中棋盘游戏与基于讲座的研讨会对比——一项随机对照试验
FEMS Microbiol Lett. 2016 Apr;363(7). doi: 10.1093/femsle/fnw045. Epub 2016 Feb 23.
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Anatomy adventure: a board game for enhancing understanding of anatomy.解剖冒险:一款增强解剖理解的棋盘游戏。
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Free recall enhances subsequent learning.自由回忆增强了后续学习。
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Educational card games to teach pharmacotherapeutics in an advanced pharmacy practice experience.教育卡牌游戏在高级药学实践经验中教授药物治疗学。
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When does testing enhance retention? A distribution-based interpretation of retrieval as a memory modifier.测试在何时增强记忆保持?基于分布的解释:检索作为一种记忆增强剂。
J Exp Psychol Learn Mem Cogn. 2011 Jul;37(4):801-12. doi: 10.1037/a0023219.
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Retrieval practice produces more learning than elaborative studying with concept mapping.检索练习比概念图的精心研究产生更多的学习。
Science. 2011 Feb 11;331(6018):772-5. doi: 10.1126/science.1199327. Epub 2011 Jan 20.
7
The testing effect in free recall is associated with enhanced organizational processes.自由回忆中的测试效应与增强的组织过程有关。
Mem Cognit. 2010 Dec;38(8):995-1008. doi: 10.3758/MC.38.8.995.
8
Using game format to teach psychopharmacology to medical students.采用游戏形式教授医学生精神药理学。
Med Teach. 2011;33(2):156-60. doi: 10.3109/0142159X.2010.509414. Epub 2010 Sep 27.
9
Game-based versus traditional case-based learning: comparing effectiveness in stroke continuing medical education.基于游戏的学习与传统基于案例的学习:比较在中风继续教育中的效果。
Can Fam Physician. 2010 Sep;56(9):e345-51.
10
The effect of educational games on medical students' learning outcomes: a systematic review: BEME Guide No 14.教育游戏对医学生学习成果的影响:系统评价:BEME 指南第 14 号。
Med Teach. 2010 Jan;32(1):16-27. doi: 10.3109/01421590903473969.

一项关于线索回忆与识别回忆问题设计对医学生药理学教育游戏利用率、有效性及认知影响的初步研究。

A Pilot Study Comparing Cued Versus Recognition Recall Question Design on Medical Student Utilization, Effectiveness, and Perceptions of Pharmacology Educational Games.

作者信息

Lee Jason, Cowan Melissa, Gorman Laurel

机构信息

Adult Psychiatry Residency Program, Cleveland Clinic Foundation, Cleveland, OH 44195 USA.

Department of Knowledge Management, University Central Florida College of Medicine, Orlando, FL 32827 USA.

出版信息

Med Sci Educ. 2019 Jul 26;29(4):901-904. doi: 10.1007/s40670-019-00775-5. eCollection 2019 Dec.

DOI:10.1007/s40670-019-00775-5
PMID:34457563
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8368486/
Abstract

Although games are used for active learning, research is lacking on how design impacts learning, engagement, and utilization in medical students. This pilot study compared pharmacology educational games designed with cued recall questions with a recognition-recall trivia multiple choice format. Learning was determined by comparing quiz performance pre- and post-game, and perceptions were measured by post-game survey. Pharmacology performance improved regardless of game design, although the trivia game produced greater post-game performance improvement. Medical students positively perceived both pharmacology games to be interesting, effective, and engaging tools, supporting that they are a feasible method to promote engagement and active pharmacology learning.

摘要

尽管游戏被用于主动学习,但关于设计如何影响医学生的学习、参与度和应用的研究却很缺乏。这项试点研究将设计有线索回忆问题的药理学教育游戏与识别-回忆问答多项选择题形式进行了比较。通过比较游戏前后的测验成绩来确定学习情况,并通过游戏后的调查来衡量看法。无论游戏设计如何,药理学成绩都有所提高,尽管问答游戏在游戏后产生了更大的成绩提升。医学生对这两种药理学游戏都给予了积极评价,认为它们是有趣、有效且引人入胜的工具,这支持了它们是促进参与度和药理学主动学习的可行方法。