Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience
Objective. To implement and assess the effectiveness of card games to teach pharmacotherapeutic topics to pharmacy students and to determine the relationship between students' assessment scores and their learning styles. Design. Two card games, Cardiology Go Fish and Infectious Diseases Gin Rum...
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Veröffentlicht in: | American journal of pharmaceutical education 2011-03, Vol.75 (2), p.33-33, Article 33 |
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creator | Barclay, Sean M. Jeffres, Meghan N. Bhakta, Ragini |
description | Objective. To implement and assess the effectiveness of card games to teach pharmacotherapeutic topics to pharmacy students and to determine the relationship between students' assessment scores and their learning styles.
Design. Two card games, Cardiology Go Fish and Infectious Diseases Gin Rummy, were created and taught to pharmacy students enrolled in an advanced pharmacy practice experience (APPE). Students were required to play each game for 1 hour, 3 times over a 6-week period.
Assessment. Forty-five students completed a 90-question assessment administered prior to and after the 6-week period in which the games were played. Students' cardiology and infectious diseases assessment scores improved significantly as compared with scores on pharmacy practice questions, 19.2% vs. 5.1%, (p < 0.001) and 10.3% vs. 5.1% (p = 0.006), respectively. Students learned from participating in the games regardless of their learning preference as determined by the VARK (visual, aural, read/write, kinesthetic) questionnaire; however, the cardiology assessment scores of students with a preference for kinetic learning improved the most.
Conclusions. Incorporating innovative learning tools such as card games into the curriculum of APPEs can enhance the educational experience of pharmacy students. |
doi_str_mv | 10.5688/ajpe75233 |
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Design. Two card games, Cardiology Go Fish and Infectious Diseases Gin Rummy, were created and taught to pharmacy students enrolled in an advanced pharmacy practice experience (APPE). Students were required to play each game for 1 hour, 3 times over a 6-week period.
Assessment. Forty-five students completed a 90-question assessment administered prior to and after the 6-week period in which the games were played. Students' cardiology and infectious diseases assessment scores improved significantly as compared with scores on pharmacy practice questions, 19.2% vs. 5.1%, (p < 0.001) and 10.3% vs. 5.1% (p = 0.006), respectively. Students learned from participating in the games regardless of their learning preference as determined by the VARK (visual, aural, read/write, kinesthetic) questionnaire; however, the cardiology assessment scores of students with a preference for kinetic learning improved the most.
Conclusions. Incorporating innovative learning tools such as card games into the curriculum of APPEs can enhance the educational experience of pharmacy students.</description><identifier>ISSN: 0002-9459</identifier><identifier>EISSN: 1553-6467</identifier><identifier>DOI: 10.5688/ajpe75233</identifier><identifier>PMID: 21519422</identifier><language>eng</language><publisher>United States: Elsevier Inc</publisher><subject>active learning ; Adult ; advanced pharmacy practice experience ; card games ; Cardiology ; Cards ; Curriculum ; Education, Pharmacy - methods ; Educational Measurement ; Female ; Humans ; Instructional Design and Assessment ; learning preferences ; Male ; Play and Playthings ; Problem-Based Learning - methods ; Students, Pharmacy ; Study and teaching ; Teaching ; Teaching Materials ; VARK ; Young Adult</subject><ispartof>American journal of pharmaceutical education, 2011-03, Vol.75 (2), p.33-33, Article 33</ispartof><rights>2011 American Association of Colleges of Pharmacy</rights><rights>COPYRIGHT 2011 American Association of Colleges of Pharmacy</rights><rights>2011-American Association of Colleges of Pharmacy</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c555t-c30315ddddc19d6a19d9b9accd621f0d6647126a30526b4f96c6deb647ebf1693</citedby><cites>FETCH-LOGICAL-c555t-c30315ddddc19d6a19d9b9accd621f0d6647126a30526b4f96c6deb647ebf1693</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC3073108/pdf/$$EPDF$$P50$$Gpubmedcentral$$H</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC3073108/$$EHTML$$P50$$Gpubmedcentral$$H</linktohtml><link.rule.ids>230,314,723,776,780,881,27903,27904,53769,53771,64363</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/21519422$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Barclay, Sean M.</creatorcontrib><creatorcontrib>Jeffres, Meghan N.</creatorcontrib><creatorcontrib>Bhakta, Ragini</creatorcontrib><title>Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience</title><title>American journal of pharmaceutical education</title><addtitle>Am J Pharm Educ</addtitle><description>Objective. To implement and assess the effectiveness of card games to teach pharmacotherapeutic topics to pharmacy students and to determine the relationship between students' assessment scores and their learning styles.
Design. Two card games, Cardiology Go Fish and Infectious Diseases Gin Rummy, were created and taught to pharmacy students enrolled in an advanced pharmacy practice experience (APPE). Students were required to play each game for 1 hour, 3 times over a 6-week period.
Assessment. Forty-five students completed a 90-question assessment administered prior to and after the 6-week period in which the games were played. Students' cardiology and infectious diseases assessment scores improved significantly as compared with scores on pharmacy practice questions, 19.2% vs. 5.1%, (p < 0.001) and 10.3% vs. 5.1% (p = 0.006), respectively. Students learned from participating in the games regardless of their learning preference as determined by the VARK (visual, aural, read/write, kinesthetic) questionnaire; however, the cardiology assessment scores of students with a preference for kinetic learning improved the most.
Conclusions. Incorporating innovative learning tools such as card games into the curriculum of APPEs can enhance the educational experience of pharmacy students.</description><subject>active learning</subject><subject>Adult</subject><subject>advanced pharmacy practice experience</subject><subject>card games</subject><subject>Cardiology</subject><subject>Cards</subject><subject>Curriculum</subject><subject>Education, Pharmacy - methods</subject><subject>Educational Measurement</subject><subject>Female</subject><subject>Humans</subject><subject>Instructional Design and Assessment</subject><subject>learning preferences</subject><subject>Male</subject><subject>Play and Playthings</subject><subject>Problem-Based Learning - methods</subject><subject>Students, Pharmacy</subject><subject>Study and teaching</subject><subject>Teaching</subject><subject>Teaching Materials</subject><subject>VARK</subject><subject>Young Adult</subject><issn>0002-9459</issn><issn>1553-6467</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2011</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNptkU1r3DAQhk1paTZpD_0DRdBD6cGpPix5dSksyzYtBJpDelbH0jirYFuuZC_Jv682mywNRAMSzDzzopm3KD4wei7VcvkVbkesJRfiVbFgUopSVap-XSwopbzUldQnxWlKt5SySlb8bXHCmWS64nxR_Nm42cLkwwAdWUN05AJ6TGQK5BrBbsnVFmIPNkxbjDDiPHmbiB8IDGTldjBYdE_MPbmKYDOAZHM3YvSYq--KNy10Cd8_vmfF7--b6_WP8vLXxc_16rK0UsqptIIKJl0-lmmnIF-60WCtU5y11ClV1YwrEFRy1VStVlY5bHIWm5YpLc6KbwfdcW56dBaHKUJnxuh7iPcmgDfPK4PfmpuwM4LWgtFlFvj8KBDD3xnTZHqfLHYdDBjmZJZK1EppzjL56UDeQIfGD23IgnZPm5XI66daVHu98xeoHA57b8OArc_5Zw1fDg02hpQitsfPM2r2Ppujz5n9-P-0R_LJ2AyIA4B55zuP0ST74IfzEe1kXPAvyP4Dwjy1mg</recordid><startdate>20110310</startdate><enddate>20110310</enddate><creator>Barclay, Sean M.</creator><creator>Jeffres, Meghan N.</creator><creator>Bhakta, Ragini</creator><general>Elsevier Inc</general><general>American Association of Colleges of Pharmacy</general><general>American Journal of Pharmaceutical Education</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><scope>5PM</scope></search><sort><creationdate>20110310</creationdate><title>Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience</title><author>Barclay, Sean M. ; Jeffres, Meghan N. ; Bhakta, Ragini</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c555t-c30315ddddc19d6a19d9b9accd621f0d6647126a30526b4f96c6deb647ebf1693</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2011</creationdate><topic>active learning</topic><topic>Adult</topic><topic>advanced pharmacy practice experience</topic><topic>card games</topic><topic>Cardiology</topic><topic>Cards</topic><topic>Curriculum</topic><topic>Education, Pharmacy - methods</topic><topic>Educational Measurement</topic><topic>Female</topic><topic>Humans</topic><topic>Instructional Design and Assessment</topic><topic>learning preferences</topic><topic>Male</topic><topic>Play and Playthings</topic><topic>Problem-Based Learning - methods</topic><topic>Students, Pharmacy</topic><topic>Study and teaching</topic><topic>Teaching</topic><topic>Teaching Materials</topic><topic>VARK</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Barclay, Sean M.</creatorcontrib><creatorcontrib>Jeffres, Meghan N.</creatorcontrib><creatorcontrib>Bhakta, Ragini</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>American journal of pharmaceutical education</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Barclay, Sean M.</au><au>Jeffres, Meghan N.</au><au>Bhakta, Ragini</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience</atitle><jtitle>American journal of pharmaceutical education</jtitle><addtitle>Am J Pharm Educ</addtitle><date>2011-03-10</date><risdate>2011</risdate><volume>75</volume><issue>2</issue><spage>33</spage><epage>33</epage><pages>33-33</pages><artnum>33</artnum><issn>0002-9459</issn><eissn>1553-6467</eissn><abstract>Objective. To implement and assess the effectiveness of card games to teach pharmacotherapeutic topics to pharmacy students and to determine the relationship between students' assessment scores and their learning styles.
Design. Two card games, Cardiology Go Fish and Infectious Diseases Gin Rummy, were created and taught to pharmacy students enrolled in an advanced pharmacy practice experience (APPE). Students were required to play each game for 1 hour, 3 times over a 6-week period.
Assessment. Forty-five students completed a 90-question assessment administered prior to and after the 6-week period in which the games were played. Students' cardiology and infectious diseases assessment scores improved significantly as compared with scores on pharmacy practice questions, 19.2% vs. 5.1%, (p < 0.001) and 10.3% vs. 5.1% (p = 0.006), respectively. Students learned from participating in the games regardless of their learning preference as determined by the VARK (visual, aural, read/write, kinesthetic) questionnaire; however, the cardiology assessment scores of students with a preference for kinetic learning improved the most.
Conclusions. Incorporating innovative learning tools such as card games into the curriculum of APPEs can enhance the educational experience of pharmacy students.</abstract><cop>United States</cop><pub>Elsevier Inc</pub><pmid>21519422</pmid><doi>10.5688/ajpe75233</doi><tpages>1</tpages><oa>free_for_read</oa></addata></record> |
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subjects | active learning Adult advanced pharmacy practice experience card games Cardiology Cards Curriculum Education, Pharmacy - methods Educational Measurement Female Humans Instructional Design and Assessment learning preferences Male Play and Playthings Problem-Based Learning - methods Students, Pharmacy Study and teaching Teaching Teaching Materials VARK Young Adult |
title | Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience |
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