Lee Jason, Cowan Melissa, Gorman Laurel
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.
Med Sci Educ. 2019 Jul 26;29(4):901-904. doi: 10.1007/s40670-019-00775-5. eCollection 2019 Dec.
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.
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。