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FEM: Revista de la Fundación Educación Médica

versão On-line ISSN 2014-9840versão impressa ISSN 2014-9832

Resumo

RODRIGUEZ, Iván et al. Gamification as a tool for the design of added value activities as part of an integrated curriculum in Basic Biomedical Sciences. FEM (Ed. impresa) [online]. 2017, vol.20, n.1, pp.23-28.  Epub 16-Ago-2021. ISSN 2014-9840.  https://dx.doi.org/10.33588/fem.201.871.

Introduction:

The Department of Basic Biomedical Sciences at the Universidad Europea de Madrid is committed to design activities that foster an environment of active and inclusive student-centered learning and contextualized in a professional environment. The aim is to ensure, through an integrated assimilation of fundamental concepts, the student motivation to learn and facilitate the extracurricular knowledge.

Subjects and methods:

Within our added-value activities, we have designed a play-based activity with students from the first course of the degrees of Medicine, Pharmacy and the double degree Pharmacy-Biotechnology. Using a clinical case related to a cardiovascular disease as a thread, a gymkhana was designed following a workstations working model. The correct resolution of all tasks included in each workstation without delay was finally rewarded.

Results:

Respondents found the integrated sessions more useful than the traditional seminars and also remarked that they bring up a variety of contents from different subjects successfully (54% positive answers). 58% of the survey participants expressed that the activity approached them new content not covered through the traditional master class.

Conclusions:

We have ensured that students develop skills required to take their future roles as members of multidisciplinary teams, thanks to the participation of students from different degrees. Moreover, the activity managed to increase motivation and the interest for the most basic concepts of Biomedical Sciences through real integration and direct application to a real clinical case. The experience was evaluated as very positive by all participants.

Palavras-chave : Biomedicine; Gamification; Gymkhana; Integrated learning; Interprofessionality; TBL.

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