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The use of gamification in the teaching of disease epidemics and pandemics

With the launch of the teaching excellence framework, teaching in higher education (HE) is under greater scrutiny than ever before. Didactic lecture delivery is still a core element of many HE programmes but there is now a greater expectation for academics to incorporate alternative approaches into...

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Detalles Bibliográficos
Autores principales: Robinson, L A, Turner, I J, Sweet, M J
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Oxford University Press 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5967445/
https://www.ncbi.nlm.nih.gov/pubmed/29718203
http://dx.doi.org/10.1093/femsle/fny111
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author Robinson, L A
Turner, I J
Sweet, M J
author_facet Robinson, L A
Turner, I J
Sweet, M J
author_sort Robinson, L A
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description With the launch of the teaching excellence framework, teaching in higher education (HE) is under greater scrutiny than ever before. Didactic lecture delivery is still a core element of many HE programmes but there is now a greater expectation for academics to incorporate alternative approaches into their practice to increase student engagement. These approaches may include a large array of techniques from group activities, problem-based learning, practical experience and mock scenarios to newly emerging approaches such as flipped learning practices and the use of gamification. These participatory forms of learning encourage students to become more absorbed within a topic that may otherwise be seen as rather ‘dry’ and reduce students engagement with, and therefore retention of, material. Here we use participatory-based teaching approaches in microbiology as an example to illustrate to University undergraduate students the potentially devastating effects that a disease can have on a population. The ‘threat’ that diseases may pose and the manner in which they may spread and/or evolve can be challenging to communicate, especially in relation to the timescales associated with these factors in the case of an epidemic or pandemic.
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spelling pubmed-59674452018-06-04 The use of gamification in the teaching of disease epidemics and pandemics Robinson, L A Turner, I J Sweet, M J FEMS Microbiol Lett Commentary With the launch of the teaching excellence framework, teaching in higher education (HE) is under greater scrutiny than ever before. Didactic lecture delivery is still a core element of many HE programmes but there is now a greater expectation for academics to incorporate alternative approaches into their practice to increase student engagement. These approaches may include a large array of techniques from group activities, problem-based learning, practical experience and mock scenarios to newly emerging approaches such as flipped learning practices and the use of gamification. These participatory forms of learning encourage students to become more absorbed within a topic that may otherwise be seen as rather ‘dry’ and reduce students engagement with, and therefore retention of, material. Here we use participatory-based teaching approaches in microbiology as an example to illustrate to University undergraduate students the potentially devastating effects that a disease can have on a population. The ‘threat’ that diseases may pose and the manner in which they may spread and/or evolve can be challenging to communicate, especially in relation to the timescales associated with these factors in the case of an epidemic or pandemic. Oxford University Press 2018-04-26 /pmc/articles/PMC5967445/ /pubmed/29718203 http://dx.doi.org/10.1093/femsle/fny111 Text en © FEMS 2018. http://creativecommons.org/licenses/by/4.0/ This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Commentary
Robinson, L A
Turner, I J
Sweet, M J
The use of gamification in the teaching of disease epidemics and pandemics
title The use of gamification in the teaching of disease epidemics and pandemics
title_full The use of gamification in the teaching of disease epidemics and pandemics
title_fullStr The use of gamification in the teaching of disease epidemics and pandemics
title_full_unstemmed The use of gamification in the teaching of disease epidemics and pandemics
title_short The use of gamification in the teaching of disease epidemics and pandemics
title_sort use of gamification in the teaching of disease epidemics and pandemics
topic Commentary
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5967445/
https://www.ncbi.nlm.nih.gov/pubmed/29718203
http://dx.doi.org/10.1093/femsle/fny111
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