Traditional lectures, where students listen passively, often do not reflect the complexity of real-life decision-making situations. Furthermore, modern students are using online devices for daily activities, and this has a challenging side effect for educators, as many people these days can only maintain their focus if topics are discussed in concise and engaging ways. For these reasons, there is growing interest in the use of games for educational purposes. The aim of this study was to introduce a board game based on the Clue game for final-year veterinary students during their practical activity in large animal medicine. This type of learning process was compared with a classical case-based discussion and evaluated via a survey delivered to the students to both test their acquired knowledge and obtain their evaluation of the activity. A total of 49 students were enrolled in this study. While the board game was evaluated as being significatively better than the traditional class, no statistically significant differences were observed for the answers given to questions assessing their veterinary skills. The proposed game requires few resources other than a case-based visual materials and analyses from clinical patients, a board, two dice, and some imagination to create cases at the appropriate level for students' knowledge. We conclude that this board game-based activity represents innovative techniques to teach clinical approaches in an interactive way with the same utility as a traditional class but is more enjoyable for the students.
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http://dx.doi.org/10.3138/jvme-2022-0016 | DOI Listing |
Commun Biol
January 2025
Department of Psychology, The University of Hong Kong, Hong Kong, China.
Traditional decision-making models conceptualize humans as adaptive learners utilizing the differences between expected and actual rewards (prediction errors, PEs) to maximize outcomes, but rarely consider the influence of violations of emotional expectations (emotional PEs) and how it differs from reward PEs. Here, we conducted a fMRI experiment (n = 43) using a modified Ultimatum Game to examine how reward and emotional PEs affect punishment decisions in terms of rejecting unfair offers. Our results revealed that reward relative to emotional PEs exerted a stronger prediction to punishment decisions.
View Article and Find Full Text PDFGeriatr Psychol Neuropsychiatr Vieil
December 2024
Faculté de santé, Université d'Angers, France, Département de médecine aiguë gériatrique, Centre de recherche sur l'autonomie et la longévité, hôpital universitaire d'Angers, France.
Older patients are at risk of falling, making fall prevention a critical component of training for future health professionals. To understand the expectations of health students regarding falls in the elderly, four consecutive focus groups were organized at the Angers hospital. The aim was to assess students' views on the effectiveness of using an educational or serious game to complement their traditional training.
View Article and Find Full Text PDFNat Med
January 2025
Department of Neurosurgery, Stanford University, Stanford, CA, USA.
People with paralysis express unmet needs for peer support, leisure activities and sporting activities. Many within the general population rely on social media and massively multiplayer video games to address these needs. We developed a high-performance, finger-based brain-computer-interface system allowing continuous control of three independent finger groups, of which the thumb can be controlled in two dimensions, yielding a total of four degrees of freedom.
View Article and Find Full Text PDFJ Neurol
January 2025
Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, CH-4031, Basel, Switzerland.
Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.
Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days.
Anat Sci Educ
January 2025
Faculty of Engineering, University of Porto, Porto, Portugal.
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical teaching style.
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