Emergency in Ethics: An innovative approach to game-based active learning in inter professional ethics training
Emergency in Ethics: An innovative approach to game-based active learning in inter professional ethics training
By Lena M. Maynor, Megan M. Elavsky Adelman, and Renee Riffle McGinnis
Abstract
“Online gaming continues to grow exponentially, and Pokémon Go has been a While the use of gaming in higher education has been shown to improve teamwork skills, data regarding the use of games in health sciences inter professional ethics education is limited. The objectives of this learning activity were selected Inter professional Education Collaborative (IPEC) core values/ethics sub-competencies (VE1, VE2, VE3, VE4, and VE8), in addition to the demonstration of cooperation with those who receive and provide care. The activity incorporated two gaming strategies, a “murder-mystery” style game and a branching decision-based game. Students from 12 health sciences degree programs participated in the event and were invited to complete a post-activity survey. Students perceived the game play elements of the activity to be effective in promoting teamwork; improving inter professional ethical decision-making skills; embracing diversity that characterizes patients and the healthcare team; and respecting unique cultures, values, roles/responsibilities, and expertise of other health professions. Overall, use of interactive gaming strategies to promote teamwork skills and decision making were effective and well received by students across multiple degree programs.”
Reference
Maynor, L. M., Elavsky Adelman, M. M., & McGinnis, R. R. (2022). Emergency in ethics: An innovative approach to game-based active learning in Interprofessional Ethics training. Journal of Interprofessional Education & Practice, 26, 100488. doi:10.1016/j.xjep.2021.100488 https://www.sciencedirect.com/science/article/abs/pii/S2405452621000756
Keyword
Gaming, active-learning, teamwork, ethics, inter professional education, research