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Traditional lectures, where students listen passively, often do not reflect the complexity of real-life decision-making situations. Furthermore, modern students are using online devices for daily activities, and this has a challenging side effect for educators, as many people these days can only maintain their focus if topics are discussed in concise and engaging ways. For these reasons, there is growing interest in the use of games for educational purposes. The aim of this study was to introduce a board game based on the Clue game for final-year veterinary students during their practical activity in large animal medicine. This type of learning process was compared with a classical case-based discussion and evaluated via a survey delivered to the students to both test their acquired knowledge and obtain their evaluation of the activity. A total of 49 students were enrolled in this study. While the board game was evaluated as being significatively better than the traditional class, no statistically significant differences were observed for the answers given to questions assessing their veterinary skills. The proposed game requires few resources other than a case-based visual materials and analyses from clinical patients, a board, two dice, and some imagination to create cases at the appropriate level for students' knowledge. We conclude that this board game-based activity represents innovative techniques to teach clinical approaches in an interactive way with the same utility as a traditional class but is more enjoyable for the students.
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http://dx.doi.org/10.3138/jvme-2022-0016 | DOI Listing |
Inn Med (Heidelb)
September 2025
Comprehensive Cancer Center, Universitätsklinik Würzburg, Würzburg, Deutschland.
Frailty is a common geriatric syndrome in older patients with cancer. It affects prognosis and treatment tolerance in various ways. Frailty and cancer share several common risk factors, which are reflected in the hallmarks of aging.
View Article and Find Full Text PDFFront Artif Intell
August 2025
CCN Group, Pattern Recognition Lab, Erlangen, Germany.
This study explores the potential for artificial agents to develop core consciousness, as proposed by Antonio Damasio's theory of consciousness. According to Damasio, the emergence of core consciousness relies on the integration of a self model, informed by representations of emotions and feelings, and a world model. We hypothesize that an artificial agent, trained via reinforcement learning (RL) in a virtual environment, can develop preliminary forms of these models as a byproduct of its primary task.
View Article and Find Full Text PDFAnat Sci Educ
September 2025
Center for Anatomical Science and Education, Saint Louis University School of Medicine, Saint Louis, Missouri, USA.
Histology requires visual literacy, which encompasses the ability to interpret, analyze, and create meaningful representations of microscopic structures. Learning by drawing enhances histological knowledge retention by reinforcing spatial awareness and pattern recognition. This study examines whether incorporating HistoSketch, a drawing game similar to Pictionary, increased drawing-based study behaviors among post-baccalaureate students enrolled in a graduate-level histology course.
View Article and Find Full Text PDFJ Surg Res
September 2025
Department of Surgery, University of Texas Medical Branch (UTMB), Galveston, Texas; Department of Surgery, Brigham and Women's Hospital, Boston, Massachusetts.
Introduction: Feedback plays a pivotal role in surgical training. Gamification offers a way to make the feedback process more efficient by automating and expediting feedback delivery, which might otherwise be difficult to provide. Prior data suggest that negative feedback may play a greater role in improving performance on laparoscopic skills tasks, whereas positive feedback may enhance learner satisfaction, confidence, and engagement.
View Article and Find Full Text PDFNurse Educ Pract
August 2025
School of Nursing, China Medical University, Shenyang, China. Electronic address:
Objectives: To examine the effects of death education using a situational puzzle board game versus reflective writing on nursing students' death anxiety, self-esteem and sense of meaning in life.
Background: Pre-clinical nursing students often exhibit high death anxiety due to limited clinical experience, potentially compromising future palliative care quality. Game-based learning shows promise in nursing education, warranting investigation for death education.