Literature DB >> 16531298

Viral hepatitis: An alternative teaching method.

Ana Cecília Michel Da Rosa1, Fábio De Lima Moreno, Kelin Maggioni Mezzomo, Maria Lúcia Scroferneker.   

Abstract

OBJECTIVES: Our teaching experience has shown that dealing with the immunological aspects of viral hepatitis poses several difficulties. Therefore, we developed a game to verify whether or not this active-learning exercise could enhance students' learning and arouse their interest in subjects that are basically complex.
METHODS: Fifteen cards with clinical cases of hepatitis A, B, C, D, and E, and 50 explanatory cards with the description of epidemiological, clinical, and immunological aspects of the hepatitis mentioned above. The objective of the game was to match the explanatory cards with the respective clinical case. Pre- and post-tests were used to assess students' grade improvement.
FINDINGS: One-hundred-and-forty students participated in the activity. The overall response of the students to the game was very positive: 129 (92.1%) found the game encouraged clinical thinking, and 105 (75%) regarded the game as an important way of consolidating learning. The students' grades significantly improved (p < 0.05).
CONCLUSION: Games allow understanding the subject matter through global knowledge. They also foster the student-professor relationship, simplifying the solution to the questions that may arise from a more comprehensive study.

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Year:  2006        PMID: 16531298     DOI: 10.1080/13576280500524330

Source DB:  PubMed          Journal:  Educ Health (Abingdon)        ISSN: 1357-6283


  3 in total

1.  Support for and aspects of use of educational games in family medicine and internal medicine residency programs in the US: a survey.

Authors:  Elie A Akl; Sameer Gunukula; Reem Mustafa; Mark C Wilson; Andrew Symons; Amir Moheet; Holger J Schünemann
Journal:  BMC Med Educ       Date:  2010-03-25       Impact factor: 2.463

2.  Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology.

Authors:  Robin K Pettit; Lise McCoy; Marjorie Kinney; Frederic N Schwartz
Journal:  BMC Med Educ       Date:  2015-05-22       Impact factor: 2.463

3.  Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students.

Authors:  Martin Boeker; Peter Andel; Werner Vach; Alexander Frankenschmidt
Journal:  PLoS One       Date:  2013-12-05       Impact factor: 3.240

  3 in total

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