Background And Purpose: Management of a poisoned patient is a critical part of any health care professional's education. A new, innovative teaching platform was developed allowing students to try to "break out" of various kits, locks, and scrambled codes to build collaboration, problem-solving, and critical thinking skills - similar to the recently popular "escape rooms." Our purpose was to illustrate how this learning game can be utilized in pharmacy education to teach and apply clinical knowledge and evaluate its effectiveness on student-perceived confidence and competency in management of toxicologic emergencies.
Educational Activity And Setting: Students participated as part of an acute care elective. They worked in small groups and were given the same test pre- and post-quiz for two cases. Students were also administered a survey about their confidence in managing toxidromes after completion of the activity.
Findings: Drastic improvements in test scores were observed with both cases' pre- and post-test. Students also found the activity increased their knowledge of toxicology concepts and level of student-perceived confidence in managing similar cases. The majority of students were satisfied with the experience and thought it should be included elsewhere in the doctor of pharmacy curriculum.
Summary: The learning game was an effective and satisfying educational tool to understand and apply medical toxicology principles for pharmacy students. Additional implementation of this game would be preferred by most students and may aid in the education of other health care professionals on complex clinical management of toxicology cases.
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http://dx.doi.org/10.1016/j.cptl.2021.01.018 | DOI Listing |
PLoS One
January 2025
Faculty of Philosophy, Department of Psychology, University of Novi Sad, Novi Sad, Serbia.
Virtual reality (VR) provides a unique opportunity to simulate various environments, enabling the observation of human behavior in a manner that closely resembles real-world scenarios. This study aimed to explore the effects of anticipating reward or punishment, personality traits, and physiological arousal on risky decision-making within a VR context. A custom VR game was developed to simulate real-life experiences.
View Article and Find Full Text PDFData Brief
February 2025
Facultad de Educación, Universidad Indoamérica, Quito, Ecuador.
This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. The data were collected using an adapted version of Pacman through the ClassTools.net platform, where traditional quiz questions were integrated into gameplay mechanics.
View Article and Find Full Text PDFSensors (Basel)
December 2024
School of AI Convergence, Sungshin Women's University, 34 da-gil 2, Bomun-ro, Seongbuk-gu, Seoul 02844, Republic of Korea.
This paper proposes a machine learning approach to detect threats using short-term PPG (photoplethysmogram) signals from a commercial smartwatch. In supervised learning, having accurately annotated training data is essential. However, a key challenge in the threat detection problem is the uncertainty regarding how accurately data labeled as 'threat' reflect actual threat responses since participants may react differently to the same experiments.
View Article and Find Full Text PDFBMC Med Genomics
January 2025
The Laboratory of Data Science and Artificial Intelligence Innovation, Department of Computer Science, School of Engineering and Computer Science, Baylor University, Waco, TX, 76798, USA.
Artificial intelligence (AI) is revolutionizing biomedical data science at an unprecedented pace, transforming various aspects of the field with remarkable speed and depth. However, a critical issue remains unclear: how reproducible are the AI models and systems employed in biomedical data science? In this study, we examine the challenges of AI reproducibility by analyzing the factors influenced by data, model, and learning complexities, as well as through a game-theoretical perspective. While adherence to reproducibility standards is essential for the long-term advancement of AI, the conflict between following these standards and aligning with researchers' personal goals remains a significant hurdle in achieving AI reproducibility.
View Article and Find Full Text PDFAdv Skin Wound Care
January 2025
Tuba Sengul, PhD, RN, CWON, is Associate Professor, Koç University School of Nursing, Istanbul, Türkiye. Nurten Kaya, PhD, RN, is Professor, Health Sciences Faculty, Istanbul University-Cerrahpaşa, Istanbul.
Objective: To determine if an escape room game approach, which has emerged as a novel and engaging education tool, is an effective method to improve nursing students' knowledge of pressure injury (PI) prevention and attitudes toward the care of patients with a PI.
Methods: This study evaluated 33 university nursing students using a quasi-experimental pretest/posttest design. Students completed five questionnaires before the escape room experience and again 1 month after.
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