DIGITAL LIBRARY
THE AMAZING RACE TO KNOWLEDGE: TEAM-BASED GAMES AND CREATIVITY IN THE CURRICULUM OF MEDICINE STUDIES
Tel Aviv University (ISRAEL)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 7117-7129
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.1672
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
Collaborative and active learning are foundation stones for effective learning, according to social constructivist theory. Research shows that team-based learning and gamification can increase intrinsic motivation and students’ engagement, and eventually increase performance. Still, achieving a meaningful learning process using these approaches is very challenging when teaching large classes (200+ students).

In this talk, I will present creative gamification ideas and team-based collaborative activities which I implemented in large classes of medical studies of first and second years in Israel. These methods enhanced social and collaborative active learning.

I will introduce four practical examples and discuss the logistics of implementation:
1. Mastering of study material in Biophysics course through small group practice in a virtual Escape Room.
2. Applying Pharmacology knowledge that was acquired asynchronously in an Amazing Race teams completion.
3. Acquiring critical online searching and presentation skills through generating creative learning products and peer to peer teaching.
4. Seeing learning material through the teacher’s eyes – team based work that allows knowledge application, integration and evaluation through writing test questions on the learning material.

I will also present student satisfaction and engagement survey results for some of the activities designs.
Keywords:
Game-based learning, active learning, collaborative learning, flipped classroom implementaion.