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Engaging Students in Searching the Literature.

Carol Shannon
Published in: Medical reference services quarterly (2020)
In 2014, the library curriculum for the College of Pharmacy was revised, with the number of sessions increased from one per term for two terms to one per term for three terms, instruction was scaffolded, and the flipped classroom model was employed, with active learning and assessments used throughout. This article will describe how the active learning portion of one session was gamified: why a "serious game" was the correct tool to use to improve student learning, how the game was created, and what was the theory underlying this transformation.
Keyphrases
  • preterm infants
  • systematic review
  • gestational age
  • medical students
  • medical education
  • high school
  • virtual reality
  • high intensity
  • transcranial direct current stimulation
  • emergency medicine