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Year : 2020  |  Volume : 3  |  Issue : 2  |  Page : 63-69

Serious gaming as an active method of learning applied antibiotherapy in swine veterinary medicine

Department of Population Veterinary Medicine, College of Veterinary Medicine, University of Minnesota, Saint Paul, MN, USA

Correspondence Address:
Dr. Perle Emilie Zhitnitskiy
College of Veterinary Medicine, University of Minnesota, AS/VM 385J, 1988 Fitch Ave, Saint Paul, MN 55108
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Source of Support: None, Conflict of Interest: None

DOI: 10.4103/EHP.EHP_4_20

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Background: Serious games have been increasing in popularity within health sciences education. Games can improve learning by increasing students' engagement and by developing their analytical, critical thinking, and teamwork skills. Objective: The objective of this study was to evaluate the efficacy of a board game to teach applied swine antibiotherapy to veterinary students in their clinical year. Methods: Students were quizzed pre- and postclass to evaluate their knowledge retention. An anonymous seven-question survey was given to the students at the end of class to assess their satisfaction with the board game. Results: Students' quiz scores increased by 1.34 points on average between the beginning and end of class (P = 0.03). Students unanimously enjoyed playing the board game and recommended that it continued to be used in the next iteration of the course. Discussion: Using serious gaming proved to be an enjoyable method of reviewing antibiotherapy and applying it to swine clinical cases in this population of veterinary students. Implementing serious gaming in health sciences education requires a time investment for preparation but provides a richer experience for students and faculty alike.

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