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Crossword puzzles: active learning in undergraduate pathology and medical education.

机译:填字游戏:积极学习本科病理学和医学教育。

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CONTEXT: Second-year medical students are introduced to many new terms and concepts in a short time frame in the hematology system and the neoplasia section of the undergraduate pathology course. It is a challenge to provide adequate practice and necessary repetition to reinforce key concepts. OBJECTIVE: To determine student perceptions of the usefulness of crosswords as a quick and effective way to reinforce essential concepts and vocabulary. DESIGN: Crosswords with ensured content validity built on a free Internet resource were completed by the students in collaborative and cooperative groups of 6 to 7 with a reward for the first group to successfully complete the puzzle. Student perceptions of the value of crosswords for their learning were examined in 2003 (39 students) with a survey of yes or no responses and in 2004 (41 students) with a survey using questions with a 5-point Likert scale. RESULTS: Many students (37 of 39 in 2003 and 24 of 41 in 2004) indicated that crosswords were useful and contributed to their learning. Specifically, crosswords were found to be useful for identifying key concepts and vocabulary and for their collaborative and competitive aspects. Written and informal comments indicated student enthusiasm for and a desire to participate in more of these exercises. Students have transferred this review strategy to other classes and the peer teachers have expressed an interest in it as an adjunct teaching tool. CONCLUSIONS: The judicious use of crosswords was useful for near transfer content and provided an opportunity to discuss and recall essential concepts, think critically, and collaborate in small groups.
机译:语境:本科病理学课程的血液系统和瘤形成部分将在很短的时间内向二年级医学生介绍许多新的术语和概念。提供适当的实践和必要的重复以加强关键概念是一个挑战。目的:确定学生对填字游戏的实用性的认知,以此作为加强基本概念和词汇的快速有效方法。设计:由6至7人的协作和合作小组的学生完成了以免费互联网资源为基础的可确保内容有效性的填字游戏,并奖励第一个成功完成拼图的小组。 2003年(39名学生)通过对是或否的回答进行了调查,调查了学生对填字游戏的价值的认知; 2004年(41名学生)使用了5分李克特量表的问题进行了调查,以调查学生对填字游戏的价值的看法。结果:许多学生(2003年39名中的37名和2004年41名中的24名)表示填字游戏是有用的,并且对他们的学习有所帮助。具体来说,发现填字游戏对于识别关键概念和词汇表及其协作和竞争方面很有用。书面和非正式的评论表明了学生对参加更多此类练习的热情和渴望。学生已将此复习策略转移到其他班级,而同伴老师也表示有兴趣将其作为辅助教学工具。结论:明智地使用填字游戏对于近距离传输内容很有用,并提供了一个机会来讨论和回顾基本概念,进行批判性思考以及在小组中进行协作。

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