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Authors Institution
Thiago Santos
Carolina Gontijo-Coutinho
Tatiana Ozahata
Marcelo Schweller
Daniel Franci
Marco Carvalho-Filho
School of Medical Sciences of Unicamp - Emergency Medicine - Campinas - Brazil
Theme
5BB Team Based Learning/Learning anatomy
Journal Club Challenge: team-based learning and gamification enhance students adherence to critical article reading
Background

The Journal club (JC) is a gathering of individuals who meet regularly to critically evaluate recent articles in the academic literature Journal clubs are usually organized around a defined subject in basic or applied research1Medical Students must develop the ability to interpret articles in the academic medical literature in terms of quality of research, interpretation of the results and its relevance for medical practice. Therefore, we regard JCs as essential and well-recognized teaching method. 

Our former means of promoting JCs was choosing one of the students, usually a resident, to prepare a presentation of an article,  while other students were supposed to read the article and participate in in the presentation. However, our experience has shown JC to be counterproductive, because students often fail to read the articles, leaving this task only for the one who prepares the presentation.

It is known that the learning process is enhenced by the immediate and continuos feedback and collaborative work2. Therefore, our JC activity would benefit from modern teaching techniques such as gamification and team-based learning3.

Gamification is the use of elements of game design to increase user engagement4. Gamification has been successfully incorporated into medical endeavours in recent years, from patient's chronic disease educationto drug development by the pharmaceutical industry6.

Team based learning is is the use of learning teams to enhance student engagement and the quality of student or trainee learning7.The main features of the team-based learning approach are the following:

  1. Group formation: small groups of students must be formed. In order for groups to function as effectively as possible, students' diverse skill sets and backgrounds must be evenly distributed among teams. Groups must be formed in the beggining of the course and remain permanent.
  2. Individual accountability for out-of-class work such as reading prior to class meeting. This accountability is ensured by what is called the Readiness Assurance Process (RAP) in which students take a short individual readiness assurance test (iRAT), immediately afterward take the same test again with members of their team working on a single answer sheet (tRAT). After these two steps, students make written appeals on any questions that the team regarded as incorect on the tRAT, should they find statements in their assigned reading that supports their view, and, (d) the instructor takes questions from the class on any of the questions or themes brought up by them.
  3. Incentive for working effectively together as a team by giving significant credit (course points) for team activities (such as the tRAT), the subsequent in-class activities (application exercises) that are the hallmark of team-based learning, longer term team projects, and team-member given points for "team maintenance", essentially points given to recognize contributions made to team efforts and withheld when a team member is acting as a freeloader or in some other way not pulling his or her weight or working with team mates in productive ways.
  4.  In class application exercises that promote both learning and team development. Feedback on these assignments should be both frequent and immediate. Furthermore, assignments that require groups to make decisions and enable them to report their decisions in a simple form, will usually generate high levels of group interaction.

Therefore, we hypothecised that by means of gamification and team-based learning students would improve critical reading of medical articles. The aim of this report was to develop a question and answear game based on medical articles.

 

Conclusion

Gamification helps students to engage themselves in the activity through their collaborative nature, enhanced by the sense of constructive competition offered by the game.

By means of TBL, undergraduates and residents are able optimize the assimilation of medical articles. Furthermore, TBL seems to enhance their communication skills and team work. We believe this kind of activity to be the future of JC in our department.

 

Acknowledgement
Summary of Work

The activity consists of a competition between two teams of undergraduate medical students and internal medicine residents. Two medical articles are sent to them by e-mail each week. The medical articles address issues related to clinical cases followed by students and residents during their emergency medicine internship, and each contestant must make one written question from each paper prior to the game, keeping them in secret until teams are assembled.

Senior emergency doctors are the “referees”, and the referees assemble teams just before the competition begins. Then the players from each team discuss the questions, debating the answers with one another. The players write their names and their questions in pieces of paper, which in turn are folded and mixed in separated stashes. The referees encourage th players to give their team a name.

Referees use Coin flipping to choose which team begins asking questions. Both asker and answerer are chosen by draw, and so is the question from the asker team's group of questions. After the challenged player answered the question, the asker is supposed to judge if the answer is correct. If he or she considers it wrong, he must explain why. Furthermore, the referee is responsible to judge who is right, or whether both are wrong.

If the answerer is unsure about or does not know the answer, he or she can consult the team. Only two “team councils” are allowed.

One point is given for a right answer, and minus one point is given if the asker considers the answer wrong but fails to explain the right answer as well.

The winner team wins a prize, which is always something made of chocolate. 

Summary of Results

Since its beginning, thirty-one JCs have been made by our group.

By the end of the "competition", the referees take pictures from the teams and publish them on Facebook. The Emergency Medicine team has developed a virtual character that personalizes the activities

We observed greater students’ interest on reading the papers and very good compliance to our JC. Most students considered our activity to be more effective and amusing than conventional JC. 

 

Take-home Messages

Team-based learning and gamification may enhance medical studens’ adherence to Journal club activities.

References
  1. Linzer M. The journal club and medical education: over one hundred years of unrecorded history. Postgrad Med J. 1987 Jun; 63(740):475-8.
  2. Angelo, T. Classroom assessment techniques: A handbook for college teachers. San Francisco, CA: Jossey -Bass, 1993
  3. Chickering, A. Seven principles for good practice in undergraduate education. AAHE Bulletin, 3-7, 1987.
  4. Nevin C. Gamification as a tool for enhancing graduate medical education. Postgrad Med J. 2014 Dec;90(1070):685-93.

  5. Shane K. Three more ways gamification in healthcare is making a difference. Gamification Co, 20 Mar 2013. http://www.gamification.co/2013/03/20/ gamification-in-healthcare.

  6. Gopaladesikan S. A comprehensive overview of how games help healthcare in 2013. Gamification Co, 14 Mar 2013. http://www.gamification.co/2013/03/14/ how-games-help-healthcare. 

  7. Mousavi Z. The Role Of Team-Based Learning (Tbl) On Academic Self-Efficacy. International Journal of Current Life Sciences - Vol. 4, Issue, 9, pp. 6294-6300, September, 2014 

     

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Background
Conclusion
Acknowledgement
Summary of Work
Summary of Results
Take-home Messages
References
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