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Dataset Information

Increasing student engagement using an Amazing Race-style competition.


ABSTRACT:

Background

Game-based learning is a successful strategy for teaching various concepts to students, from general orientations to more in-depth material. Pharmacy students in a first-year lab course were introduced to library and drug information resources through a lecture-style class in their first week of school, which was ineffective in terms of engagement. To combat this issue, the pharmacy liaison librarian advocated for moving this class session later in the semester and proposed a game-based activity to replace the lecture.

Case presentation

"The Amazing Race: Drug Information Edition" was inspired by a well-known TV competition that involves completing several stages (called "legs") of challenges to finish the race. The librarian developed questions designed to make s

SUBMITTER: Gorman EF 

PROVIDER: S-EPMC8485938 | biostudies-literature | 2021 Jul

REPOSITORIES: biostudies-literature