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利用游戏化学习进行药学学生的文献检索教学

Utilizing Game-Based Learning in Literature Searching Instruction for Pharmacy Students.

机构信息

Medical University of South Carolina, MUSC Libraries, Charleston, SC, USA.

Medical University of South Carolina, College of Pharmacy, Charleston, SC, USA.

出版信息

Am J Pharm Educ. 2024 Nov;88(11):101291. doi: 10.1016/j.ajpe.2024.101291. Epub 2024 Sep 20.

Abstract

OBJECTIVE

To determine whether gamifying librarian-led literature searching instruction improved student performance on an authentic literature searching assessment. Secondary objectives included determination of effect on email requests for assistance and student confidence in literature searching abilities.

METHODS

Literature searching in PubMed is taught by a librarian to first-year pharmacy students in a drug information course over a 2-week period. The librarian chose to implement 2 game-based learning activities in the live lecture sessions: a crossword puzzle and an escape room. To increase engagement, students were encouraged to work collaboratively as a team during class. To evaluate the impact of incorporating gamification into literature searching instruction, the authors evaluated student grades on a literature searching assignment, reviewed the number of emails received asking for assistance, and evaluated student confidence in literature searching.

RESULTS

Students scored higher on their literature searching assignment after the implementation of game-based instruction. The average grade on this assignment in 2022 was 90.1% compared with 2021 when the average was 79.9%. The average of 90.6% in 2023 also showed statistically significant improvement compared with 2021. Email requests decreased and student confidence increased when comparing 2021 outcomes with those in 2022 and 2023.

CONCLUSION

Overall, the gamification of literature searching instruction in this course appears to have increased student assignment scores and was well-received by the students.

摘要

目的

确定将游戏化引入图书管理员主导的文献检索教学是否能提高学生在真实文献检索评估中的表现。次要目标包括确定对电子邮件求助请求和学生对文献检索能力的信心的影响。

方法

在为期两周的药物信息课程中,图书管理员向药学一年级学生教授在 PubMed 中进行文献检索。图书管理员选择在现场讲座中实施 2 个基于游戏的学习活动:纵横字谜和密室逃脱。为了提高参与度,鼓励学生在课堂上进行团队合作。为了评估将游戏化融入文献检索教学的影响,作者评估了学生在文献检索作业上的成绩,查看了收到的电子邮件数量,以评估学生对文献检索的信心。

结果

在实施基于游戏的教学后,学生在文献检索作业上的得分更高。2022 年,这项作业的平均成绩为 90.1%,而 2021 年的平均成绩为 79.9%。2023 年的平均成绩为 90.6%,与 2021 年相比也有显著提高。与 2021 年的结果相比,电子邮件请求减少,学生的信心增加。

结论

总体而言,本课程中对文献检索教学的游戏化似乎提高了学生的作业成绩,并且受到了学生的欢迎。

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