Game-based learning in medical radiation sciences: a case study

Research output: Other contribution to conferenceAbstractpeer-review

Abstract

IntroductionRelying on specific rules and goals, game-based learning is a form of blended and interactive learning that engages students in fun, interactive tasks to encourage knowledge acquisition and retention. Various forms of gaming have been used in medical, nursing and allied health education. Adult learning theory further supports game-based learning and it provides the students with formative feedback to promote application of their knowledge. ‘Jeopardy’ is a popular TV game show that has been used in many training programs. The modified version of quiz-based game ‘Jeopardy’ has been developed in our Medical Radiation Science program to enhance learning and retention of radiographic image interpretation concepts.AimThis case study reports fourth year students’ attitudes on the utility of ‘Jeopardy’ as one of the game-based learning tools during their pre-clinical workshop.MethodsA modified ‘Jeopardy’ was created using Factitle.com. A flipped-classroom model was utilised to familiarize students with the concepts of eponymous fractures in radiography with the aid of reading materials. This was followed by the ‘Jeopardy’ game during the pre-clinical workshop. This session was mandatory (n=46) wherein students were randomly assigned into six teams. Comments from the end-of-course evaluation (MyCourseEvaluations) for the 2019 cohort evaluated student perceptions of Jeopardy as a learning modality.ResultsFifty percent of students (n=23) responded to ‘MyCourseEvaluations’ for 2019, These responses indicated that the students found ‘Jeopardy’ fun, interactive and helpful in knowledge acquisition and retention. One common theme of the open responses was that ‘Jeopardy’ helps retain current knowledge and reinforce their existing knowledge from second and third years.ConclusionThe findings are consistent with the results from prior studies of game-based learning. Our fourth-year students would recommend ‘Jeopardy’ as an interactive learning modality for enhancing knowledge retention.
Original languageEnglish
Pages394
Number of pages1
Publication statusPublished - 2020
EventANZAHPE 2020 Conference: 2020 Vision for Learning Cultures - Melbourne, Australia
Duration: 12 Jul 202015 Jul 2020
https://anzahpe.org/resources/Documents/ANZAHPE2020%20Conference%20Proceedings.pdf (Proceedings)
https://www.anzahpe.org/Past-Conferences

Conference

ConferenceANZAHPE 2020 Conference
Abbreviated titlePeArL
Country/TerritoryAustralia
CityMelbourne
Period12/07/2015/07/20
OtherANZAHPE 2020 was cancelled before presentations were allocated to sessions. Abstracts are listed alphabetically by submitting author grouped by accepted presentation platform.
Internet address

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