Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Social Foundations of Self I: Play and Game01:24

Social Foundations of Self I: Play and Game

The development of self in children is deeply rooted in social interactions, mainly through stages of play and structured games. These stages, outlined by sociologist George Herbert Mead, illustrate how children progressively learn to understand and adopt social roles, forming a cohesive sense of self.The Play Stage: Imitation and Simple Role-TakingIn the early years of childhood, the play stage is characterized by imitative behavior, where children engage in role-playing based on familiar...
Robbers Cave04:49

Robbers Cave

During the 1950s, the landmark Robbers Cave experiment demonstrated that when groups must compete with one another, intergroup conflict, hostility, and even violence may result. At the Oklahoman summer camp, two troops of boys—termed the Rattlers and the Eagles—took part in a week-long tournament. During this time, their negativity culminated in derogatory name-calling, fistfights, and even vandalism and destruction of property. However, this work also revealed that such tension could be...
Purposive Learning01:22

Purposive Learning

E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a bonus...
Impact of Individuals on a Group01:25

Impact of Individuals on a Group

In social psychology, the interplay between individuals and groups is a central concern, particularly regarding how individual actions and characteristics influence group processes and outcomes. While much research emphasizes the group's power in shaping individual behavior, it is equally significant to understand how individuals contribute to the functioning, development, and success of groups.Individual Roles in Group Productivity and Decision-MakingIndividuals are not passive participants in...
Friction: Problem Solving01:21

Friction: Problem Solving

Friction is an essential force that influences the motion of objects in daily life. Depending on the situation, it can be either beneficial or problematic. Consider a bus with a mass of three megagrams and its center of mass at a specific point, moving along a banked road at a constant speed. The coefficient of static friction between the tires and the road is 0.5. Find the maximum angle of the banked road at which the bus would not slip or tip.
Initially, a visual representation of the...
Prismatic Beams: Problem Solving01:15

Prismatic Beams: Problem Solving

In the design of a supported timber beam subjected to a distributed load, both the beam's physical dimensions and the timber's characteristics, such as its grade and species, are critical. These factors determine the allowable stress values, which are crucial for calculating the necessary beam depth to ensure structural integrity and safety.
The design begins with analyzing the beam as a free body to identify moments and force balances, thereby determining support reactions. Next, the designer...

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

The Mentorship Blueprint: A Comprehensive Review for the Development of Programs in Pharmacy Education.

Pharmacy (Basel, Switzerland)·2025
Same author

Technology Personalities in the Classroom: A New Classification System of TechTypes from Expert to Techy Turtle.

Pharmacy (Basel, Switzerland)·2023
Same author

A Pharmacy Drug Knowledge Assessment Pilot: Who Will Fly Farthest and What Downs the Plane?

Pharmacy (Basel, Switzerland)·2023
Same author

Digital Storytelling Review in a Pharmacy Self-Care Course.

Pharmacy (Basel, Switzerland)·2022
Same author

New Vancomycin Dosing Guidelines for Hemodialysis Patients: Rationale, Caveats, and Limitations.

Kidney360·2022
Same author

Game-Based Learning in Pharmacy Education.

Pharmacy (Basel, Switzerland)·2022
Same journal

Academic conference posters: A systematic review.

Innovations in pharmacy·2026
Same journal

Evaluation of burnout among pharmacy technicians in South Dakota.

Innovations in pharmacy·2026
Same journal

Africa's vaccines manufacturing revolution: Lessons from COVID-19, ongoing efforts, and challenges to overcome.

Innovations in pharmacy·2026
Same journal

Pharmacist roles across the space mission pathway.

Innovations in pharmacy·2026
Same journal

Allocation and prioritization of hospital pharmacist clinical services in British Columbia.

Innovations in pharmacy·2026
Same journal

Clinical pharmacogenetics: A feasibility study of pharmacy students using a clinical decision support system during their didactic training.

Innovations in pharmacy·2026
See all related articles

Related Experiment Video

Updated: Jun 9, 2026

The Collective Trust Game: An Online Group Adaptation of the Trust Game Based on the HoneyComb Paradigm
06:18

The Collective Trust Game: An Online Group Adaptation of the Trust Game Based on the HoneyComb Paradigm

Published on: October 20, 2022

Pathfinder: a modified collaborative game for learning and team development.

Julie H Oestreich1, Racheal Hendershot2, Susan J Lewis3

  • 1Department of Pharmaceutical Sciences, University of Findlay College of Pharmacy, Findlay, OH.

Innovations in Pharmacy
|June 8, 2026
PubMed
Summary
This summary is machine-generated.

The Pathfinder® game, an interactive learning tool, enhances student engagement and knowledge retention through cooperative maze navigation and quizzes. This adaptable active learning strategy is fun and effective for various subjects.

Keywords:
active-learninggame-based learninggamificationpathfinderpharmacy education

More Related Videos

Group Synchronization During Collaborative Drawing Using Functional Near-Infrared Spectroscopy
07:53

Group Synchronization During Collaborative Drawing Using Functional Near-Infrared Spectroscopy

Published on: August 5, 2022

Related Experiment Videos

Last Updated: Jun 9, 2026

The Collective Trust Game: An Online Group Adaptation of the Trust Game Based on the HoneyComb Paradigm
06:18

The Collective Trust Game: An Online Group Adaptation of the Trust Game Based on the HoneyComb Paradigm

Published on: October 20, 2022

Group Synchronization During Collaborative Drawing Using Functional Near-Infrared Spectroscopy
07:53

Group Synchronization During Collaborative Drawing Using Functional Near-Infrared Spectroscopy

Published on: August 5, 2022

Area of Science:

  • Educational Psychology
  • Game-Based Learning

Background:

  • Active learning techniques, like games, offer engaging experiences but can be time-consuming for educators.
  • Integrating games into curricula presents challenges in faculty adoption and time commitment.

Purpose of the Study:

  • To adapt an existing leadership activity into a Pathfinder® game for educational and recruitment purposes.
  • To assess the effectiveness and engagement of the Pathfinder® game in a learning environment.

Main Methods:

  • Modified a leadership activity into an interactive, cooperative Pathfinder® maze game with embedded knowledge quizzes.
  • Participants navigated a physical maze, answering quiz questions along a predetermined path.
  • Collected feedback through a descriptive survey from 36 students post-game.

Main Results:

  • 75% of students agreed the game enhanced their learning experience.
  • 86% of students found the game fun and/or engaging.
  • The game facilitated low-stakes knowledge assessment, team building, and communication practice.

Conclusions:

  • The Pathfinder® game is a highly adaptable, engaging, and effective tool for active learning, knowledge retention, and skill development.
  • Requires minimal preparation time and can be modified for diverse disciplines, though physical space is necessary.
  • Offers a unique approach to student empowerment and immediate feedback in educational settings.