Title: New Educational Tools
1New Educational Tools
- Han de Gier, PharmD, PhD
- Professor of Pharmaceutical Care
- Groningen University, The Netherlands
- E-mail j.j.de.gier_at_rug.nl
2University of Groningen
3Outline of the Presentation
- How do we learn?
- New Educational Tools?
- Potential of Playing Games
- GIMMICS (Pharmacy Practice Game)
4How do we learn?
- As a child learning by doing as an
experiential way of learning. - By contrast at school sit down quietly and be
constantly alert to the words of wisdom.
(alternative approaches in primary education). - Experiential learning theory (Kolb, 1984) a
critical approach towards traditional learning
and teaching models, especially for adults.
5Experiential Learning Theory
- Defines learning as the process whereby
knowledge is created through the transformation
of experience (Kolb, 1984). - - Central role for experience in the learning
process - - To differentiate both from cognitive and
behavioural learning theories. - - A four-stage learning cycle concrete
experiences ? reflections ? new implications for
action ? testing and creating new experiences.
6New Educational Tools?
- Do we need new educational tools?
- - The fundamental challenges of sustainable
development education is to integrate science,
social sciences and managerial science into
systems thinking. - - Our intellectual heritage is one of analysis
and to focus more on the parts than on the
wholes. - - Do we focus enough on paradigm, context and
practice changes to help ensure that our students
make progress toward sustainable professional
development?
7But we have learning modes
- What about case studies?
- - Most common approach to observing reality and
an attempt to understand processes within certain
contexts. - - Limitation they provide solutions that are
context-specific. - And internships?
- - Students in many cases rather automatically
accept the contexts of the pharmacy organization. - - Students should be educated how to change
existing contexts.
8New programme elements
- How to be better prepared for internship?
- In learning concrete experiences
- - Within the context of presenting case studies
games like role-plays can serve a significant
role. - In reflective observation and the exploration of
tools and techniques - - Games for self analysis, collaboration and
communication should be an essential part of the
curriculum -
9Games in the context of ELT
- Simulate and create realities.
- Develop an emotional uderstanding of why others
act as they do. - Learn by doing and failing no negative
consequences for the real world. - Manipulate to experience what the consequences
are or what they might become. - Know what NOT to do and design alternative
approaches.
10Potential of playing games
- Generate safe learning experiences
- Create shared experiences
- Contributes to team building
- Contributes to knowledge of oneself
- Test alternative solutions
- Fun and entertainment
11Playing games is serious business!
- Impact can be realized if well prepared, well
executed and well evaluated. - Some generic rules
- - Introduction and instructions
- - Debriefing at the end of the gamming session
- Further reading
- Dieleman H, Huisingh D. (2004) The potentials of
games in learning and teaching about sustainable
development. http//www.saganet.nl/mm/LinkedDocume
nts/Article20Games20and - 20Sustainable20Development.pdf
- Greenblat C, Duke R.D. (1975) Gaming-simulation
rationale, design, and applications, Halsted
Press Div., John Wiley Sons, New York. - Kolb D. (1984) Experiential learning, experiences
as the source of learning and development,
Prentice Hall, Englewood Cliffs, New York.
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13Gaming as a new educational provision for pharmacy
- Starting points (Van der Werf et al., (2004)
- - Pharmacists are professionals who administer
pharmaceutical care by intervening in care
processes - - Pharmacists should be able to improve
knowledge integration across disciplines - - Care processes are perceived as social
processes (social, managerial, communicative
skills) - - Integration of knowledge and social
competencies in controlled circumstances - Van der Werf JJ, Dekens-Konter J, Brouwers JRBJ.
(2004). A new model for teaching pharmaceutical
care services management. Pharmacy Education,
41-5.
14Product specification
- An educational provision with properties that
reflect pharmacy intervention practice that it
appeals to social skills and integration of
knowledge that students manage, within a
controlled setting, their affairs in order to
experience pharmaceutical care practice - Although stated in general terms it gives
substantial direction gt literature on learning
theory and gaming
15GIMMICS The Pharmacy Practice Game
Groningen Institute Model for Management In
Care Services
16 GIMMICS
Developed atUniversity of Groningen, Institute
for PharmacyDept. Pharmacotherapy
Pharmaceutical Care Groningen, The
NetherlandsContact a.w.sillius_at_rug.nlDeveloped
byProf. Koos BrouwersJackie Dekens,
PharmDProf. Han de GierRenee Lutke,
PharmDAaldrik Sillius, MScProf. Jos van der
Werf
17History (1)
Curriculum (pre Bachelor/Master)- 4 years the
basics of Pharmacy- 2 years prepare for
position as community pharmacist Survey among
teachers and students (1998/2000) - Many
courses, but what is the big picture ? - A lot
of attention to theory, but what about practical
and social skills ?
18History (2)
Decisions made - Tackle these problems - By
developing a Pharmacy Practice Game - Good
example Management Games- Focus on -
Integrational aspects (knowledge from
several domains) - Competences (knowledge
practical and social skills)2000 First
edition of Pharmacy Practice Game 2003 GIMMICS
19 How the game is organized (1/4)
Starting point for students - Almost 6 years of
education at university level -
Pharmacotherapeutical knowledge and practical
skills should be present- 1 internship at a
community pharmacy (6 weeks) Game lasts 4 weeks
full time - 4 or 5 teams per game- 5 students
per team- Each team in their own class room
(responsible for running their own pharmacy)
20How the game is organized (2/4)
Routine assignments - Processing flow of
prescriptions (daily 20-25)- Counselling
clients at the counter- Dealing with mystery
guestsLong term projects- Pharmacotherapeutic
al meeting with physicians- Negotiating
contracts with - Board of directors of elderly
home - Wholesaler - Insurance company
21How the game is organized (3/4)
Ad-hoc assignments (incidents) - Visit by
Inspectorate of Healthcare - Tsjech speaking
tourist at the counter- Drug addict demands more
methadon- Elderly lady needs instruction on how
to use inhaler- Hospital specialist on the
phone My patient cant swallow these large
capsules All people involved in incidents
are real life persons (actors) !
22How the game is organized (4/4)
Week 1 preparing for the game- Define pharmacy
policy (vision and mission statement) - define
targets which are measurable - e.g. focus on
elderly, polypharmacy, selfcare - Define roles
- pharmacist (1st, 2nd), pharmacy assistants -
Define how decisions are made- Build
documentation system- Familiarize with pharmacy
computer systemWeek 2, 3 en 4 the game is
on!- Carry out assignments- Define and run own
projectsIn reality of the game improvisation
and hard work!
23How are students assessed? (1/2)
Assessment procedure - Each team starts with
8000 (virtual) patients- Each assignment is
assessed - How well are the prescriptions
processed? - How well did they manage long term
projects? - How well did they prepare for
meetings? - Are clients (real life actors)
satisfied? - Outcome gain or lose a number of
patients - Results are made public on GIMMICS
website- Overall assessment attendance,
function within team, maintain a minimum number
of patients
24How are students assessed? (2/2)
And this one may come as a surprise Outcomes
of assessments are not explained !!!- Students
have to reflect on their own actions- As an
individual and as a team- If this fails one
wild card per teamAt the end of the
gameDebriefing and the announcement of the
winning team
25Support (1/2)
1 Pharmacy computer systems- Processing of
prescriptions- Manipulating date (1 day game
time 1 week real time)2 Website GIMMICS-
Support for game leaders - entering scores
(outcome of assessments) - articles in local
newspaper "De Omroeper"- Communicating with
students - overall ranking (nr of patients per
team) - articles in De Omroeper -
Communicating with third parties - passive just
visit website - active become an actor in the
game!
26Support (2/2)
3 GIMMICS Management system- For managing
actors- For managing cases- Knowledge base
- flow charts of activities - in preparing
the game - in running the gameFor more
information please look atwww.gristos.nl
27 Game setting physical
Room 1
Room 2
Room 3
Room 4
Room 5
3rd floor
Headquarters
ground floor
28 Game setting communication
Room 1
Room 2
Room 3
Room 4
Room 5
3rd floor
Headquarters
ground floor
29 Assignments 4 categories
Routine
Long term
Ad-hoc
Self-defined projects
specialize on - polypharmacy
- the elderly - travel take over other
pharmacy cooperate with other pharmacy
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35 Experiences with GIMMICS (1/3)
Students state that playing GIMMICS . - is
great fun- makes them more prepared for their
next internships- stimulates them to reflect on
their own actions- allows them to integrate
knowledge and skills they have acquired over the
past few years
36 Experiences with GIMMICS (2/3)
1) Starting premisseA game with a rich setting
creates an appropriate educational environment
for learning academic skills
2) Inevitable chain of events richness of game
setting ? gt number of game interactions ? gt
workload ? gt mistakes ?
3) There are ways to reduce workload- carefully
analyze all game interactions - identify
time-consuming activities - select those that
can be foreseen and plan these
37 Experiences with GIMMICS (3/3)
Other universities followed our
lead University of Utrecht Faculty of
Pharmacy (have introduced GIMMICS in
2004) Free University of
Brussels Faculty of Pharmacy (will
introduce GIMMICS early 2007)
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