Literature DB >> 16420212

Ten years' experience conducting the Aging Game workshop: was it worth it?

James T Pacala1, Chad Boult, Ken Hepburn.   

Abstract

In the Aging Game, medical students experience simulated physical, sensory, and cognitive deficits that are associated with disability from chronic diseases. Since 1994, the University of Minnesota has presented an innovative version of the Aging Game as part of the curriculum in a required clinical clerkship. The experiences conducting the Aging Game over the past decade were reviewed, focusing on the resources necessary to produce it and on its worth as an educational tool. Because many of the reusable props were obtained free as donations, start-up material costs were calculated at 530 dollars. Personnel necessary for each half-day presentation of the Aging Game included two faculty and a minimum of five nonfaculty serving as facilitators; a staff coordinator was also essential. Quantitative student evaluations (N=673) exhibited mean ratings of 1.41, 1.35, and 1.40 (1=excellent) for overall value, teaching effectiveness, and quality of a postsimulation discussion. Written student comments regarding the strengths of the Aging Game centered on three major themes: mode of learning, especially using role playing and simulating deficits (total of 192 comments); attitudinal change, specifically raising awareness and stimulating reflection on the experiences of disabled older adults (121 comments); and educational value, particularly the Aging Game's capacity for creating a memorable impression (56 comments). Despite consuming significant personnel resources, the Minnesota version of the Aging Game is an effective tool for stimulating long-lasting awareness and understanding of key issues related to aging and geriatrics.

Entities:  

Mesh:

Year:  2006        PMID: 16420212     DOI: 10.1111/j.1532-5415.2005.00531.x

Source DB:  PubMed          Journal:  J Am Geriatr Soc        ISSN: 0002-8614            Impact factor:   5.562


  7 in total

1.  Measuring empathy in pharmacy students.

Authors:  Nancy Fjortoft; Lon J Van Winkle; Mohammadreza Hojat
Journal:  Am J Pharm Educ       Date:  2011-08-10       Impact factor: 2.047

2.  Impact of a workshop about aging on the empathy scores of pharmacy and medical students.

Authors:  Lon J Van Winkle; Nancy Fjortoft; Mohammadreza Hojat
Journal:  Am J Pharm Educ       Date:  2012-02-10       Impact factor: 2.047

3.  "Falling between the cracks": Experiences of Black dementia caregivers navigating U.S. health systems.

Authors:  Karah Alexander; Sloan Oliver; Stephanie G Bennett; Jenyl Henry; Kenneth Hepburn; Carolyn Clevenger; Fayron Epps
Journal:  J Am Geriatr Soc       Date:  2022-01-10       Impact factor: 7.538

Review 4.  Educational games in geriatric medicine education: a systematic review.

Authors:  Ziad Alfarah; Holger J Schünemann; Elie A Akl
Journal:  BMC Geriatr       Date:  2010-04-23       Impact factor: 3.921

5.  Experiencing aging or demystifying myths? - impact of different "geriatrics and gerontology" teaching strategies in first year medical students.

Authors:  Alessandra Lamas Granero Lucchetti; Giancarlo Lucchetti; Isabella Noceli de Oliveira; Alexander Moreira-Almeida; Oscarina da Silva Ezequiel
Journal:  BMC Med Educ       Date:  2017-02-08       Impact factor: 2.463

6.  Technique to reduce the minimum toe clearance of young adults during walking to simulate the risk of tripping of the elderly.

Authors:  Jessica Beltran Ullauri; Yasuhiro Akiyama; Shogo Okamoto; Yoji Yamada
Journal:  PLoS One       Date:  2019-06-12       Impact factor: 3.240

7.  Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies.

Authors:  Juan J López-Jiménez; José L Fernández-Alemán; José A García-Berná; Laura López González; Ofelia González Sequeros; Joaquín Nicolás Ros; Juan M Carrillo de Gea; Ali Idri; Ambrosio Toval
Journal:  Int J Environ Res Public Health       Date:  2021-12-15       Impact factor: 3.390

  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.