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Evaluation of the Performance of a Card Game to Introduce Students to Interprofessional Collaboration: A Randomized
Antony R Joseph1, Valerie M Wright, Susan M Watkins
1Author Affiliations: Associate Professor (Dr Joseph) and Doctor of Audiology Student (Mr Mast), Hearing Loss Prevention Laboratory, Communication Sciences and Disorders Department, Illinois State University, Normal; Instructional Assistant Professor and Interprofessional Coordinator (Dr Wright) and Assistant Professor and Interim Associate Dean for Academics (Dr Watkins), Mennonite College of Nursing, Illinois State University, Normal; and Assistant Professor (Dr Goddard), Health Promotion and Wellness, Department of Kinesiology, Missouri State University, Springfield.
Background:
Gamification is an approach that can be used to introduce interprofessional collaboration in nursing and health science. Card games are an effective and convenient way to educate students about clinical professions.
Purpose:
We compared the perception of an experimental group of students who played an educational card game to a control group that played an uninstructive card game.
Methods:
College students (n = 148) from nursing and health science majors consented to play a 30-minute card game and complete a 13-item survey.
Results:
Perceptions of the card game were significantly better for students in the experimental group who played the interprofessional collaboration game than for those in the control group ( t = 10.33, P < .001). Survey subscales were rated significantly higher for respondents who played the interprofessional card game.
Conclusions:
The use of an innovative card game teaching strategy significantly increased the perception of interprofessional collaboration among college students.
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