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采用“疯狂赛车”式竞赛提高学生参与度。

Increasing student engagement using an Amazing Race-style competition.

出版信息

J Med Libr Assoc. 2021 Jul 1;109(3):478-482. doi: 10.5195/jmla.2021.1178.

DOI:10.5195/jmla.2021.1178
PMID:34629978
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8485938/
Abstract

BACKGROUND

Game-based learning is a successful strategy for teaching various concepts to students, from general orientations to more in-depth material. Pharmacy students in a first-year lab course were introduced to library and drug information resources through a lecture-style class in their first week of school, which was ineffective in terms of engagement. To combat this issue, the pharmacy liaison librarian advocated for moving this class session later in the semester and proposed a game-based activity to replace the lecture.

CASE PRESENTATION

"The Amazing Race: Drug Information Edition" was inspired by a well-known TV competition that involves completing several stages (called "legs") of challenges to finish the race. The librarian developed questions designed to make students use various parts of the library website as well as two drug information databases. Students competed in teams, and the first three teams to complete the race were awarded small prizes. The race was first implemented in 2018, and modifications were made to the 2019 iteration based on student feedback.

CONCLUSIONS

Despite several challenges, the race was well received by both the students and the course instructors and increased engagement with introductory library and drug information material. The activity has enhanced the librarian's relationship and collaboration with the course faculty and made a positive impression on the students.

摘要

背景

基于游戏的学习是向学生教授各种概念的成功策略,从一般方向到更深入的材料。在第一学年的实验室课程中,药学专业的学生在开学的第一周通过讲座式的课程了解图书馆和药物信息资源,但这种方式在参与度方面效果不佳。为了解决这个问题,药学联络馆员主张将该课程安排在学期后期,并提出了一个基于游戏的活动来替代讲座。

案例介绍

“疯狂的药库之旅:药物信息版”灵感来自于一个著名的电视竞赛,该竞赛涉及完成几个挑战阶段(称为“腿”)以完成比赛。图书管理员设计了问题,旨在让学生使用图书馆网站的各个部分以及两个药物信息数据库。学生以团队形式竞争,最先完成比赛的前三支队伍获得小奖品。该竞赛于 2018 年首次实施,并根据学生反馈对 2019 年的竞赛进行了修改。

结论

尽管面临一些挑战,但该竞赛受到学生和课程教师的欢迎,增加了他们对图书馆和药物信息基础材料的参与度。该活动加强了图书馆员与课程教师的关系和合作,并给学生留下了积极的印象。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/879f/8485938/08e6af03640c/jmla-109-3-478-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/879f/8485938/08e6af03640c/jmla-109-3-478-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/879f/8485938/08e6af03640c/jmla-109-3-478-g001.jpg

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引用本文的文献

1
An untapped resource? Opportunities for faculty-librarian collaboration to enhance drug information resource utilization in pharmacy education.未开发的资源?促进药学院校教师-图书管理员合作以提高药物信息资源利用率的机会
J Med Libr Assoc. 2022 Oct 1;110(4):478-484. doi: 10.5195/jmla.2022.1486.
2
Game-Based Learning in Pharmacy Education.药学教育中的游戏化学习
Pharmacy (Basel). 2022 Jan 6;10(1):11. doi: 10.3390/pharmacy10010011.

本文引用的文献

1
Utilization of a Librarian in a Pharmacy Laboratory Course.在药学实验室课程中利用图书馆员。
Med Ref Serv Q. 2020 Oct-Dec;39(4):334-343. doi: 10.1080/02763869.2020.1826188.
2
Transferability of a diabetes escape room into an accelerated pharmacy program.糖尿病密室逃脱在加速药学项目中的可转移性。
Curr Pharm Teach Learn. 2020 Jun;12(6):709-715. doi: 10.1016/j.cptl.2020.01.022. Epub 2020 Feb 18.
3
Courting Apocalypse: Creating a Zombie-Themed Evidence-Based Medicine Game.《追求启示录:创建一款以僵尸为主题的循证医学游戏》
Med Ref Serv Q. 2017 Oct-Dec;36(4):313-322. doi: 10.1080/02763869.2017.1369239.
4
RELM: developing a serious game to teach evidence-based medicine in an academic health sciences setting.RELM:在学术健康科学环境中开发一款严肃游戏以教授循证医学。
Med Ref Serv Q. 2015;34(1):17-28. doi: 10.1080/02763869.2015.986709.
5
Formative assessment can be fun as well as educational.形成性评估既有趣又有教育意义。
Adv Physiol Educ. 2006 Mar;30(1):33-7. doi: 10.1152/advan.00040.2005.