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Using educational games to engage students in veterinary basic sciences.

Jennifer L Buur, Peggy L Schmidt, Margaret C Barr

    Journal of Veterinary Medical Education
    |August 27, 2013
    PubMed
    Summary
    This summary is machine-generated.

    Educational games enhance active learning in basic sciences. These engaging activities, including card and board games, improve understanding of complex topics and promote self-reflection in students.

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    Area of Science:

    • Medical Education
    • Active Learning Strategies
    • Scientific Pedagogy

    Background:

    • Kolb's learning cycle is a framework for active learning.
    • Traditional teaching methods may not fully engage all learners.
    • Educational games offer a dynamic approach to scientific education.

    Purpose of the Study:

    • To design and implement educational games for basic science learners.
    • To enhance understanding of specific scientific concepts through experiential learning.
    • To foster self-reflective skills via structured debriefing sessions.

    Main Methods:

    • Development of card games: "Antimicrobial Set" for antimicrobial therapy and "SHOCK!" for hypersensitivity reactions.
    • Utilization of a board game adaptation, "Foodborne Outbreak Clue," for epidemiology and risk assessment.
    • Integration of structured faculty-led debriefing sessions post-gameplay.

    Main Results:

    • Student engagement and enjoyment were reported anecdotally.
    • Games provided concrete experiences for social learning in basic sciences.
    • The games effectively illustrated complex topics like antimicrobial therapy and hypersensitivity.

    Conclusions:

    • Educational games are effective tools for active learning in basic sciences.
    • These games can be adapted for various group sizes and disciplines.
    • Experiential learning through games enhances knowledge retention and application.