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AHEAD OF THE GAME The Use of Gaming to Enhance Knowledge of Psychopharmacology

机译:游戏的前进使用游戏增强心理药理学知识

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摘要

Experiential teaching strategies have the potential to more effectively help students with critical thinking than traditional lecture formats. Gaming is an experiential teaching-learning strategy that reinforces teamwork, interaction, and enjoyment and introduces the element of play. Two Bachelor of Science in Nursing students and a clinical instructor created a Jeopardy!(R)-style game to enhance understanding of psychopharmacology, foster student engagement in the learning process, and promote student enjoyment during clinical postconference. The current article evaluates the utility, relevance, and effectiveness of gaming using a Jeopardy!(R)-style format for the psychiatric clinical setting. Students identified the strengths of this learning activity as increased awareness of knowledge deficits, as well as the reinforcement of existing knowledge and the value of teamwork.
机译:与传统的授课形式相比,体验式教学策略有可能更有效地帮助学生进行批判性思维。游戏是一种体验式教学策略,可加强团队合作,互动和娱乐并引入游戏元素。两位护理专业的理学学士学位和一名临床讲师创建了Jeopardy!(R)风格的游戏,以增强对心理药理学的理解,促进学生参与学习过程,并在临床会后会议中促进学生的享受。当前文章评估了使用Jeopardy!(R)样式的格式在精神病学临床环境中进行游戏的效用,相关性和有效性。学生们认为,这种学习活动的优势在于对知识不足的意识增强,以及对现有知识和团队合作价值的增强。

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