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

被引:10
作者
Bawazeer, Ghada [1 ]
Sales, Ibrahim [1 ]
Albogami, Huda [2 ]
Aldemerdash, Ahmed [1 ]
Mahmoud, Mansour [3 ]
Aljohani, Majidah A. [4 ]
Alhammad, Abdullah [1 ]
机构
[1] King Saud Univ, Coll Pharm, Dept Clin Pharm, POB 89885, Riyadh 11692, Saudi Arabia
[2] Minist Natl Guard Hlth Affairs, Pharmaceut Care Serv, Riyadh, Saudi Arabia
[3] Taibah Univ, Dept Clin & Hosp Pharm, Coll Pharm, Al Madinah Al Munawarah, Saudi Arabia
[4] King Saud Med City, Pharmaceut Care Div, Riyadh, Saudi Arabia
关键词
Crossword game; Pharmacy; Anticoagulation; Therapeutics; Learning style; Active learning; PHARMACY STUDENTS; STYLE PREFERENCES; GAME;
D O I
10.1186/s12909-022-03348-0
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background Educational games make the learning process more enjoyable, fun, and create a competitive classroom environment that can positively affect learning. The purpose of this study was to evaluate pharmacy students' perceptions of crossword puzzles (CWPs) as a learning tool in the pharmacotherapy cardiovascular module focusing on anticoagulants' therapeutics and assessing if students' preference of learning style influenced their perception. Methods Clues for the puzzle were developed, validated, and piloted by course faculty. A free internet puzzle generator was used to create puzzles with 10 to 20 clues. Students were given 30 min to solve the puzzle following six hours of didactic lectures about the topic. An 8-item survey instrument and Pharmacists' Inventory of Learning Styles (PILS) questionnaire were administered to examine students' perceptions of the game and their learning style preference, respectively. Results Two hundred sixty-seven students participated in the activity from both undergraduate programs (BPharm and PharmD) over three consecutive course offerings. Most students expressed favorable perceptions of the puzzle. Female and BPharm students had significantly more favorable perceptions than male and PharmD students on several perception items. The dominant preferred learning style (PLS) was converger (35.6%), followed by assimilator (25.3%), while 15.1% had mixed learning styles. The study did not find a significant association between PLS and students' perceptions toward the CWP. Conclusions The CWP game presented an innovative, creative, and easy active learning tool to enhance information recall, retention, and class engagement while accommodating all learning style preferences.
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页数:12
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