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Linking Out Loud (LOL): Developing critical thinking.
Wendy Foster1, Linda Sweet2, Liz McNeill3
1University of South Australia.
Mededpublish (2016)
|December 7, 2023
Summary
This study introduces "Linking Out Loud," a gamified approach to enhance critical thinking and knowledge recall in healthcare students. The game effectively improved students' problem-solving and communication skills, proving beneficial across various health disciplines.
Area of Science:
- Health Professions Education
- Medical Education Technology
- Gamification in Healthcare
Background:
- Critical thinking is essential for effective healthcare education and patient care.
- Gamification and play-based learning are increasingly recognized as valuable tools in health professions education.
- Developing rapid knowledge recall and clinical reasoning is crucial for student development.
Purpose of the Study:
- To introduce a modified card game, "Linking Out Loud," designed to enhance students' ability to recall and communicate clinical links.
- To assess the effectiveness of this gamified approach in developing critical thinking and problem-solving skills.
- To evaluate the potential for broad application of the game across different health disciplines.
Main Methods:
- A modified 'snap' card game was developed, featuring clinical images.
- Students participated by drawing two cards and rapidly articulating the connection between the depicted concepts.
- The game was implemented as a learning activity within a healthcare education setting.
Main Results:
- "Linking Out Loud" was positively received by students.
- The game demonstrated success in enhancing knowledge recall, critical thinking, and communication skills.
- Students showed improved ability in problem-solving through the game's interactive nature.
Conclusions:
- The "Linking Out Loud" game is an effective tool for developing critical thinking, communication, and problem-solving abilities in healthcare students.
- This gamified learning strategy can be readily adapted and implemented across various health disciplines.
- The study supports the integration of play-based learning and gamification in health professions education.
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