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Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics
BACKGROUND: Educational games make the learning process more enjoyable, fun, and create a competitive classroom environment that can positively affect learning. The purpose of this study was to evaluate pharmacy students’ perceptions of crossword puzzles (CWPs) as a learning tool in the pharmacother...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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BioMed Central
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8995885/ https://www.ncbi.nlm.nih.gov/pubmed/35410242 http://dx.doi.org/10.1186/s12909-022-03348-0 |
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author | Bawazeer, Ghada Sales, Ibrahim Albogami, Huda Aldemerdash, Ahmed Mahmoud, Mansour Aljohani, Majidah A. Alhammad, Abdullah |
author_facet | Bawazeer, Ghada Sales, Ibrahim Albogami, Huda Aldemerdash, Ahmed Mahmoud, Mansour Aljohani, Majidah A. Alhammad, Abdullah |
author_sort | Bawazeer, Ghada |
collection | PubMed |
description | BACKGROUND: Educational games make the learning process more enjoyable, fun, and create a competitive classroom environment that can positively affect learning. The purpose of this study was to evaluate pharmacy students’ perceptions of crossword puzzles (CWPs) as a learning tool in the pharmacotherapy cardiovascular module focusing on anticoagulants’ therapeutics and assessing if students’ preference of learning style influenced their perception. METHODS: Clues for the puzzle were developed, validated, and piloted by course faculty. A free internet puzzle generator was used to create puzzles with 10 to 20 clues. Students were given 30 min to solve the puzzle following six hours of didactic lectures about the topic. An 8-item survey instrument and Pharmacists’ Inventory of Learning Styles (PILS) questionnaire were administered to examine students’ perceptions of the game and their learning style preference, respectively. RESULTS: Two hundred sixty-seven students participated in the activity from both undergraduate programs (BPharm and PharmD) over three consecutive course offerings. Most students expressed favorable perceptions of the puzzle. Female and BPharm students had significantly more favorable perceptions than male and PharmD students on several perception items. The dominant preferred learning style (PLS) was converger (35.6%), followed by assimilator (25.3%), while 15.1% had mixed learning styles. The study did not find a significant association between PLS and students’ perceptions toward the CWP. CONCLUSIONS: The CWP game presented an innovative, creative, and easy active learning tool to enhance information recall, retention, and class engagement while accommodating all learning style preferences. |
format | Online Article Text |
id | pubmed-8995885 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-89958852022-04-11 Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics Bawazeer, Ghada Sales, Ibrahim Albogami, Huda Aldemerdash, Ahmed Mahmoud, Mansour Aljohani, Majidah A. Alhammad, Abdullah BMC Med Educ Research BACKGROUND: Educational games make the learning process more enjoyable, fun, and create a competitive classroom environment that can positively affect learning. The purpose of this study was to evaluate pharmacy students’ perceptions of crossword puzzles (CWPs) as a learning tool in the pharmacotherapy cardiovascular module focusing on anticoagulants’ therapeutics and assessing if students’ preference of learning style influenced their perception. METHODS: Clues for the puzzle were developed, validated, and piloted by course faculty. A free internet puzzle generator was used to create puzzles with 10 to 20 clues. Students were given 30 min to solve the puzzle following six hours of didactic lectures about the topic. An 8-item survey instrument and Pharmacists’ Inventory of Learning Styles (PILS) questionnaire were administered to examine students’ perceptions of the game and their learning style preference, respectively. RESULTS: Two hundred sixty-seven students participated in the activity from both undergraduate programs (BPharm and PharmD) over three consecutive course offerings. Most students expressed favorable perceptions of the puzzle. Female and BPharm students had significantly more favorable perceptions than male and PharmD students on several perception items. The dominant preferred learning style (PLS) was converger (35.6%), followed by assimilator (25.3%), while 15.1% had mixed learning styles. The study did not find a significant association between PLS and students’ perceptions toward the CWP. CONCLUSIONS: The CWP game presented an innovative, creative, and easy active learning tool to enhance information recall, retention, and class engagement while accommodating all learning style preferences. BioMed Central 2022-04-11 /pmc/articles/PMC8995885/ /pubmed/35410242 http://dx.doi.org/10.1186/s12909-022-03348-0 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Bawazeer, Ghada Sales, Ibrahim Albogami, Huda Aldemerdash, Ahmed Mahmoud, Mansour Aljohani, Majidah A. Alhammad, Abdullah Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics |
title | Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics |
title_full | Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics |
title_fullStr | Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics |
title_full_unstemmed | Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics |
title_short | Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics |
title_sort | crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8995885/ https://www.ncbi.nlm.nih.gov/pubmed/35410242 http://dx.doi.org/10.1186/s12909-022-03348-0 |
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