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Full-Text Articles in Medicine and Health Sciences
Collaborating With A Transitional Care Unit To Provide Student Hands-On Time: A Win-Win For Hospital And Academic Institution, Emily Grattan, Amanda K. Giles
Collaborating With A Transitional Care Unit To Provide Student Hands-On Time: A Win-Win For Hospital And Academic Institution, Emily Grattan, Amanda K. Giles
Journal of Occupational Therapy Education
Occupational therapy students crave hands-on learning experiences that take place in authentic environments. This study describes an innovative experiential learning activity involving collaboration between an academic institution and an inpatient transitional care unit (TCU). Three cohorts of second year occupational therapy students (N=138) participated in the TCU learning activity, which involved reviewing the electronic medical record, planning and delivering a treatment, documenting the therapy session, and intentionally reflecting on the experience. Based on an optional, anonymous survey, one hundred percent of students reported that “this learning experience was valuable” and “provided opportunity to practice clinical reasoning.” Ninety-nine percent of students …
From Boring To Board Game: The Effect Of A Serious Game On Key Learning Outcomes, Kendal L. Booker, Anita W. Mitchell
From Boring To Board Game: The Effect Of A Serious Game On Key Learning Outcomes, Kendal L. Booker, Anita W. Mitchell
Journal of Occupational Therapy Education
Serious games incorporate learning objectives in the context of competitive games with rules. These types of games have been incorporated in education as well as therapeutic contexts. This study examined the effectiveness of a modification of the game “Snakes and Ladders,” for reviewing and learning qualitative research concepts. Using the Game-based Evaluation Model (GEM), the researchers also measured learning indicators such as interest and enjoyment, perceived competence, effort and importance, and value/usefulness. Thirty-eight Master of Occupational Therapy students completed a 25-question multiple choice pretest to measure knowledge of qualitative research concepts before playing the game. A 25-question multiple choice posttest …