Literature DB >> 17786267

A bingo game motivates students to interact with course material.

Karen J Tietze1.   

Abstract

OBJECTIVES: To create a bingo game that would increase student interaction with course material and provide students with options for demonstrating learning and earning extra credit.
DESIGN: A bingo game was created in which each of the 25 squares contained an activity (eg, video, crossword puzzle, poem, quiz) that encouraged interaction with course material and appealed to multiple learning styles. Students who achieved bingo earned a 5-point (5%) grade bonus. ASSESSMENT: All students enrolled in the Introduction to Clinical Pharmacy Skills course participated in the bingo game. The majority of students (74.6% in the fall and 81.9% in the spring) achieved bingo. Students who achieved bingo had an average course grade 7 points (fall semester) and 10 points (spring semester) higher than the average course grade from the prior 6 semesters.
CONCLUSION: The bingo game increased student interaction with course material throughout the semester and provided students with options for demonstrating learning.

Keywords:  assessment; bingo; interaction; motivation

Mesh:

Year:  2007        PMID: 17786267      PMCID: PMC1959223          DOI: 10.5688/aj710479

Source DB:  PubMed          Journal:  Am J Pharm Educ        ISSN: 0002-9459            Impact factor:   2.047


  6 in total

1.  Educational card games to teach pharmacotherapeutics in an advanced pharmacy practice experience.

Authors:  Sean M Barclay; Meghan N Jeffres; Ragini Bhakta
Journal:  Am J Pharm Educ       Date:  2011-03-10       Impact factor: 2.047

Review 2.  Educational Games as a Teaching Tool in Pharmacy Curriculum.

Authors:  Mona Hassan Aburahma; Heba Moustafa Mohamed
Journal:  Am J Pharm Educ       Date:  2015-05-25       Impact factor: 2.047

3.  Effectiveness of the game-based learning over traditional teaching-learning strategy to instruct pharmacology for Phase II medical students.

Authors:  Anupama M Gudadappanavar; Jyoti M Benni; Shivalingappa B Javali
Journal:  J Educ Health Promot       Date:  2021-03-31

4.  Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics.

Authors:  Ghada Bawazeer; Ibrahim Sales; Huda Albogami; Ahmed Aldemerdash; Mansour Mahmoud; Majidah A Aljohani; Abdullah Alhammad
Journal:  BMC Med Educ       Date:  2022-04-11       Impact factor: 2.463

5.  The International Pharmacy Game: A Comparison of Implementation in Seven Universities World-Wide.

Authors:  Tanja Fens; Denise L Hope; Sarah Crawshaw; Eline Tommelein; Claudia Dantuma-Wering; Bertha Maria Verdel; Indrė Trečiokienė; Vibhu Solanki; Eugène P van Puijenbroek; Katja Taxis
Journal:  Pharmacy (Basel)       Date:  2021-07-13

6.  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

  6 in total

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