scholarly journals Neuropoly: An Educational Board Game to Facilitate Neurology Learning

2021 ◽  
Vol 15 ◽  
Author(s):  
Anton Raskurazhev ◽  
Polina Kuznetsova ◽  
Anastasia Evgenievna Khizhnikova ◽  
Anton Klochkov ◽  
Ilya Bakulin ◽  
...  

Introduction: Neurology is arguably one of the most difficult subjects to teach and study in the medical curriculum. Educational games (EG) may be a valid option to enhance motivation in neurology residents.Methods: We developed an educational board game (Neuropoly) to assist in teaching neurology. We present here an overview of the game, as well as the results of a pilot study aimed at determining: (a) the efficacy of the game in teaching certain neurological concepts; and (b) student compliance and satisfaction with the EG.Results: The pre- and post-play questionnaire scores differed significantly (3.2 ± 1.7 vs. 7.8 ± 1.6, p < 0.001). Our group of residents, showing an overwhelmingly positive response, very well received the game. The questions were rated as above average regarding difficulty.Conclusion: The “Neuropoly” educational board game has been shown to be interesting, efficient, and motivational among first- and second-year neurology residents. Novel educational methods for complex medical disciplines should be developed, with board games being a viable and inexpensive approach.

2021 ◽  
Vol 9 (2) ◽  
pp. 92-98
Author(s):  
Ilham Alifiar ◽  
◽  
Vidya Febrasca Tenderly ◽  
Annisa Nurhayati ◽  
◽  
...  

ABSTRACT Mission of pharmacy education is to develop and nurture skills in lifelong learning. Broad insight, skills in communication, and teamwork is a must for the pharmaceutical profession. The learning method greatly affects the results of understanding each individual, especially in understanding pharmaceutical material which is considered difficult. Educational games are used as a teaching method because they help complement and strengthen the material being taught. Board games have continued to grow in popularity and the pedagogical value of the games has been supported many times. So, this board game is designed to have enough challenging elements to nurture student interest. The game tactic used collaboration and competition in the classroom. Competition has been found to increase motivation. Thus, that motivation can be used to understand the pharmaceutical material contained in the game. Aim this study is to determine the potential modification of the monopoly board game in increasing student comprehension of pharmaceutical material. The pharmapolein game was examined on both pharmacy and non-pharmacy student respondents (n = 12). From the test, it was obtained a correlation value of and 0.885 and a significance value of 0.000, so the conclusion was that the board game game could increase student knowledge in mastery of pharmaceutical science. Keywords: Board Games, Pharmapolein, Pharmacy


2019 ◽  
Vol 59 (3) ◽  
pp. 143-148
Author(s):  
Arjun Tandon ◽  
Tanuj Kanchan ◽  
Alok Atreya ◽  
Abhishek Tandon

The importance of autopsies in medical education is multidimensional. In accordance with the existing medical curriculum in India, forensic medicine is a subject taken up during the second year of the MBBS, and undergraduate students of medicine are expected to witness a minimum of 10 autopsies during the third to fifth semesters. This research analyses the perceptions of medical students towards medico-legal autopsy teaching and its significance at one medical institution in India. A total of 450 MBBS students participated in the study and submitted their responses to the predesigned semi-structured 20-point questionnaire on autopsy viewing and its relevance in general. The obtained data were analysed statistically using SPSS software. More than 75% of students agreed that they could appreciate the actual morphology and pathological changes in the human organs. There was a positive response from 54.9% students, who affirmed that autopsy helped refresh and improve their knowledge of human anatomy. More than 60% students agreed to have gained understanding of clinical–pathological correlations and became acquainted with death certification. The majority of the students (53.6%) agreed that autopsy postings made them mentally and emotionally stronger. The present study provides useful evidence regarding the perceptions of medical students towards autopsy teaching, and intends to highlight the utility of autopsies in enhancing the knowledge of medical students and its significance in the medical education curriculum.


Author(s):  
Ibrahim Alkatout ◽  
Veronika Günther ◽  
Sandra Brügge ◽  
Johannes Ackermann ◽  
Magret Krüger ◽  
...  

SummaryDuring the preclinical period of medical school, the clinical relevance of theoretical knowledge is given little attention. Medical students of the second year were invited to participate in an interdisciplinary congress for robot-assisted and digital surgery. The students had to evaluate the impact of the congress on their learning motivation, decision-making for a career in surgery, and relevance for their educational curriculum. Participation in the congress increased their learning motivation for preclinical subjects, and significantly increased their interest in a surgical career. Most students considered active involvement in medical congresses a valuable supplement to the medical curriculum. Congress participation during the preclinical period was ranked positively by medical students. Greater learning motivation and enthusiasm for the pilot teaching project as well as for surgical disciplines were registered. Thus, early involvement of medical students in scientific congresses should be an integral part of their educational curriculum.


2021 ◽  
pp. 146-157
Author(s):  
Vitalii Pysmennyi

The article substantiates the ways of using educational games to teach financial literacy at level of secondary school in Ukraine. The methodology of conducting original financial games is described in brief and the influence of the latter on shaping a financially literate next generation is proved. The article presents an overview of the «Ponzi Scheme» board game, which was created to provide children with a clear explanation of Ponzi schemes and risks of monetary losses inherent to such illegal means of moneymaking. It is established that in addition to important educational aspects, the children develop a habit of making informed financial decisions in the course of playing. Research has shown that nowadays fraudsters have become so convincing that it is very difficult to distinguish between them from the real employees of financial institutions. The «Financial Fraudsters» board game enables players to learn specific communicative skills necessary to avoid various types of financial fraud, therefore the authors substantiate the methodology of enacting it. The article considers the peculiarities of playing the «Economy is Alive» board game, which is designed to demonstrate the human impact on the environment and the need for conservation of resources. The game makes it possible to master the comprehension of the relationships between objects and phenomena and creates the basis for environmentally conscious upbringing of children by satisfying their curiosity and involving them in active observation of the environment. Approbation of these games has shown that they organically combine the theory that makes learning exciting and the practice that clarifies the knowledge acquired by the educational process participants. In view of the research results, it is determined that under modern conditions edutainment must become a significant supplement to the classical methods of teaching financial literacy within the system of general secondary education in Ukraine.


2016 ◽  
Vol 40 (4) ◽  
pp. 446-453 ◽  
Author(s):  
Alexander Tsang ◽  
David M. Harris

Patients expect physicians to be lifelong learners who are able to interpret and evaluate diagnostic tests, and most medical schools list the development of lifelong learning in their program objectives. However, lecture is the most often utilized form of teaching in the first two years and is considered passive learning. The current generation of medical students has many characteristics that should support active learning pedagogies. The purpose of this study was to analyze student and faculty perceptions of active learning in an integrated medical curriculum at the second-year mark, where students have been exposed to multiple educational pedagogies. The first hypothesis of the study was that faculty would favor active learning methods. The second hypothesis was that Millennial medical students would favor active learning due to their characteristics. Primary faculty for years 1 and 2 and second-year medical students were recruited for an e-mail survey consisting of 12 questions about active learning and lecture. Students perceived that lecture and passive pedagogies were more effective for learning, whereas faculty felt active and collaborative learning was more effective. Students believed that more content should be covered by lecture than faculty. There were also significant differences in perceptions of what makes a good teacher. Students and faculty both felt that lack of time in the curriculum and preparation time were barriers for faculty. The data suggest that students are not familiar with the process of learning and that more time may be needed to help students develop lifelong learning skills.


2018 ◽  
Vol 8 (1) ◽  
pp. 19-40 ◽  
Author(s):  
James York ◽  
Jonathan William deHaan

This article provides information on an action research project in a low-level EFL setting in Japan. The project aims were to 1) foster spoken communication skills and 2) help students engage with their own learning. The project investigated the applicability of board games as a mediating tool for authentic communication as part of a wider TBLT approach to language development. Quantitative and qualitative data was collected from 115 first and second year Japanese university students via a questionnaire at the end of a seven-week course using the experimental methodology. Responses to the questionnaire indicated that the framework was perceived to be valuable in both fostering communicative skills and improving student engagement. Methodological improvements were also suggested. Implications applicable to teachers working in similar contexts are discussed, as well as possible improvements for future implementations.


2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


2020 ◽  
Vol 30 (3) ◽  
pp. 257-270
Author(s):  
Jakub Lickiewicz ◽  
Patricia Paulsen Hughes ◽  
Marta Makara-Studzińska

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.


2019 ◽  
Vol 25 (4) ◽  
pp. 223
Author(s):  
Abdurahman Adisaputera ◽  
Fitriani Lubis ◽  
Trisnawati Hutagalung

Menulis adalah suatu kegiatan memproduksi hasil olah pikir. Tujuan pelaksanaan kegiatan ini adalah untuk meningkatkan kemampuan menulis dongeng yang dimiliki guruDengan meningkatnya kemampuan menulis dongeng akan menjadi langkah awal seorang guru agar dapat mengembangkan kemampuan mendongeng yang dimiliki. Karena, dengan dongeng yang ditulisnya sendiri, guru dengan mudah melatih diri agar lebih mahir dalam menulis dongeng. Untuk itu diperlukan tindak lanjut dalam hal ini pembinaan menulis dongeng bagi guru TK Aisyiyah 01 Kota Medan. Metode yang dilakukan dalam pembinaan menulis dongeng adalah metode pelaksanaan dengan 3 tahapan yaitu tahap workshop, tahap pembimbingan dan tahap pembuatan laporan hasil kegiatan, juga metode pendekatan yaitu metode pendidikan, metode pelatihan dan praktik, metode bimbingan dan praktik. Hasil kegiatan pembinaan menulis dongeng tersebut mendapat respon yang positif dan antusiasme kelompok sasaran. Seluruh peserta merasakan banyak manfaat terhadap pembinaan kemampuan menulis dongeng tersebut. Kemampuan itu dapat di lihat melalui dongeng yang ditulis guru secara individu yang dijadikan satu buku berisikan kumpulan dongeng yang telah ditulis oleh masing-masing guru. Dengan adanya luaran laporan pengabdian ini maka guru-guru dapat memanfaatkannya untuk menambah ilmu sebagai bahan acuan pembelajaran.Kata Kunci : Pembinaan; Kemampuan; Menulis dongeng; Guru TK.AbstractWriting is an activity to produce the results of thinking. The purpose of this activity is to improve the ability of writing fairy tales owned by teachers. Because, by the fairy tale that he wrote by himself, the teacher easily trains himself to be more proficient in writing fairy tales. For this reason, a follow-up is needed in fostering of writing fairy tales for kindergarten Aisyiyah 01 Medan City teachers. The method used in fostering of writing a fairy tale is an implementation method with 3 stages, they are: the workshop phase, the guidance stage and the stage of making reports on the results of activities, as well as the approach methods namely educational methods, training methods and practices, guidance methods and practice. The results of the fairy tale writing coaching activity received a positive response and enthusiasm from the target group. All participants get many benefits towards fostering the ability to write the fairy tale. That ability can be seen through a fairy tale which has written by the teacher individually made into a book containing a collection of fairy tales written by each teacher. With this outcome report, the teachers can use it to add knowledge as a reference for learning.Keywords: Coaching; Ability; Writing Fairy Tales; Kindergarten Teachers.


Author(s):  
Maiju Tuomisto ◽  
Maija Aksela

During the 21st century, new generations of both commercial board games and digital games have appeared, and in their wake, game-based learning has been extensively studied in recent years. There has also been some research on and development of card and board games for learning chemistry. Most of this research has been conducted in the field of regular and educational digital games. Many different classification, evaluation and assessment frameworks and tools are available for digital games. Few have been developed for card or board games, but many general rules for good educational games have been offered in research articles. Based on a literature review, a novel design and evaluation framework for card and board games for chemistry education on the lower secondary level has been developed. The aim of this framework is to help designers and teachers to design new educational card and board games, to support them in evaluating the viability of already existing chemistry-related educational games and instructing them in supporting student learning with a game.


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