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利用技术和游戏化手段吸引本科医学教育微生物学课程的学习者。

Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education.

作者信息

Walker Jeremey, Heudebert Jose Pablo, Patel Mukesh, Cleveland John D, Westfall Andrew O, Dempsey Donald M, Guzman Alfredo, Zinski Anne, Agarwal Monica, Long Dustin, Willig James, Lee Rachael

机构信息

Department of Medicine, School of Medicine (UAB), University of Alabama, THT 229, 1900 University Blvd, AB 35294-0006 Birmingham, USA.

University of Alabama School of Medicine, Birmingham, AL USA.

出版信息

Med Sci Educ. 2022 May 4;32(3):649-655. doi: 10.1007/s40670-022-01552-7. eCollection 2022 Jun.

Abstract

BACKGROUND

Microbiology is a critical and expansive topic that many medical schools' curriculum must teach in a constrained time frame. We implemented a microbiology question bank smart phone app enhanced with game elements and clinical pearls during a microbiology course for first-year medical students. We hypothesized that these enhancements and clinical pearls would engage the students meaningfully and increase their knowledge base.

METHODS

Though use was optional, students' game play was recorded through the app, which was compared to test grades retrospectively. A player efficiency rating (PER) was calculated as a function of question response, accuracy, and engagement. Students were separated into tertiles of PER and median exam grades were compared using a non-parametric Kruskal-Wallis (KW) test. An anonymous satisfaction and usability feedback survey was also administered.

RESULTS

One hundred eighty-one of the 189 students (96%) answered at least one question, and 165 (87%) completed all 56 questions. The average PER was 84.75. We received feedback surveys from 61 (34%) students in the course, with positive responses regarding the perceived impact on learning microbiology. The KW test found a positive correlation for median exam scores of the player groups when divided into tertiles by PER ( = 0.0002).

CONCLUSIONS

We leveraged gamification and clinical pearls to design a supplemental microbiology question bank. We found high engagement overall and higher class exam scores associated with greater use of the question bank.

摘要

背景

微生物学是一个至关重要且内容广泛的主题,许多医学院校的课程必须在有限的时间内进行讲授。在面向一年级医学生的微生物学课程中,我们实施了一款增强了游戏元素和临床要点的微生物学题库智能手机应用程序。我们假设这些增强功能和临床要点将有效地吸引学生并增加他们的知识库。

方法

尽管使用是可选的,但学生的游戏玩法通过该应用程序进行记录,并与考试成绩进行回顾性比较。玩家效率评分(PER)根据问题回答、准确性和参与度来计算。学生被分为PER三分位数,并使用非参数Kruskal-Wallis(KW)检验比较中位数考试成绩。还进行了一项匿名的满意度和可用性反馈调查。

结果

189名学生中有181名(96%)至少回答了一个问题,165名(87%)完成了所有56个问题。平均PER为84.75。我们收到了该课程中61名(34%)学生的反馈调查,他们对微生物学学习的感知影响给予了积极回应。KW检验发现,当按PER分为三分位数时,玩家组的中位数考试成绩呈正相关(=0.0002)。

结论

我们利用游戏化和临床要点设计了一个补充性的微生物学题库。我们发现总体参与度较高,且更多使用题库与更高的班级考试成绩相关。

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