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