scholarly journals PENGARUH METODE PERMAINAN BOARDGAME EDUCATION “PHARMAPOLEIN” TERHADAP PEMAHAMAN MATERI KEFARMASIAN MAHASISWA

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

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 11 (3) ◽  
pp. 1291
Author(s):  
Bonwoo Gu ◽  
Yunsick Sung

Gomoku is a two-player board game that originated in ancient China. There are various cases of developing Gomoku using artificial intelligence, such as a genetic algorithm and a tree search algorithm. Alpha-Gomoku, Gomoku AI built with Alpha-Go’s algorithm, defines all possible situations in the Gomoku board using Monte-Carlo tree search (MCTS), and minimizes the probability of learning other correct answers in the duplicated Gomoku board situation. However, in the tree search algorithm, the accuracy drops, because the classification criteria are manually set. In this paper, we propose an improved reinforcement learning-based high-level decision approach using convolutional neural networks (CNN). The proposed algorithm expresses each state as One-Hot Encoding based vectors and determines the state of the Gomoku board by combining the similar state of One-Hot Encoding based vectors. Thus, in a case where a stone that is determined by CNN has already been placed or cannot be placed, we suggest a method for selecting an alternative. We verify the proposed method of Gomoku AI in GuPyEngine, a Python-based 3D simulation platform.


Author(s):  
Jincheng Yu ◽  
Yonatan Asher Vexler ◽  
Rongzhi Li

Modern information technology is more and more widely used in school physical education. At the same time, the application of multimedia technology is becoming more and more extensive in education. As a teaching method, multimedia has developed into an important component of modern educational technology and science, and also provides support for teaching reform. The use of multimedia organization teaching can make up for the shortcomings of traditional physical education, promote the development of physical education, cultivate students' lifelong sports awareness and enhance physical fitness. Physical education is an important component of modern education, and its reform is also the trend of the times. According to the characteristics of the ordinary group of college table tennis, exploring the use of multimedia teaching platform can make the table tennis class more vivid and interesting, let students master some basic skills and skills of table tennis in a short period of time, understand and experience table tennis. The competition process enhances student interest and serves lifelong sports.


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.


Author(s):  
Muhammad Bilal Mirza ◽  
Anjiya Sulaiman ◽  
Satwat Hashmi ◽  
Samar Zaki ◽  
Rehana Rehman ◽  
...  

Abstract Objective: To determine perception of medical students about learning from integrated simulated clinical skills sessions in Respiration and Circulation module of Year 1 undergraduate medical curriculum at Aga Khan University. Subjects & Methods: This cross-sectional study was conducted at the Centre for Innovation in Medical Education, Aga Khan University (AKU) from July 2018 to February 2019. Integrated clinical skills session involves use of a combination of live simulated patient and mechanical simulator to teach clinical skills.  These sessions were conducted in Respiration and Circulation Module of MBBS Year I curriculum after which quantitative data was collected by a questionnaire that assessed usefulness of integrated clinical skills teaching method and confidence gained by students. The responses acquired were assessed on a Likert scale ranging from 1-5, (strongly agree -strongly disagree).  Descriptive analysis was performed. A focused group discussion (FGD) with students and an in-depth interview with a facilitator conducting the clinical skills sessions was arranged. Simple verbatim transcription of FGD recordings and thematic analyses was executed. Results: Quantitative analysis showed that more than 90% of the students believed integrated sessions were effective in acquiring the learning objectives and found them enjoyable and motivating. 80% expressed confidence that they had accomplished learning objectives and felt they have learned practical clinical skills. Qualitative analysis revealed that these sessions enhanced understanding of subject matter and student engagement during sessions. Conclusion: Integrated clinical skills sessions improved student interest, engagement and promoted student confidence. It should be implemented in undergraduate medical teaching curriculum. Continuous...


2017 ◽  
Vol 5 (1) ◽  
Author(s):  
Sahara Sahara ◽  
Dedeh Kurniasih ◽  
Rizmahardian Azhari Kurniawan

ABSTRACT The process of learning chemistry which only focused on teacher as informant caused the students’ memory lower. This could make the students’ learning outcomes lower, thus, it was needed STAD type of Cooperative Learning Method which had the process of interaction between student and teacher, and could help the students comprehend the material. Therefore, it was necessary to make a research which had the purpose to know the difference between students’ learning outcomes and memory which used STAD type ofCooperative Learning Method and lectures teaching method as well as how large the effect of STAD type of Cooperative Learning Method on salt hydrolysis material was. This research was Quasi Experimental Nonequivalent Control Group Design. The sample of the research was choosen by using saturated sampling which XI IPA 1 as experimental class and XI IPA 2 as control class. The techniques of data collection used measurement technique, observation, and interview while the tools of data collection used tests such as essayquestion, observation sheet, and interview guide. The statistical analysis of posttest result using U-man whitney test obtained significant value 0.000. This value was smaller than α (0.005) which meant that there was difference in learning outcome between experimental and control class. The statistical analysis result of U-man whitney delayed test obtained significant value 0.006, this value was smaller than α (0.005) which meant that there was difference between students’ memory in experimental and control class. The calculation of effect size showed value 1.64 with high criteria which gave high effect on students’ learning outcomes which was 44.95%, while the calculation of students’ memory effect size showed value 0.69 with moderate criteria which gave effect on students’ memory which was 26,42%. Keywords : Memory, Learning Outcomes, Salt Hydrolysis, STAD type of Cooperative Learning Method


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.


Author(s):  
Rahmiati* . ◽  
Rika Melyanti ◽  
Suryani Des ◽  
Ambiyar .

Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.


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.


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