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SimPharm: How Pharmacy Students Made Meaning of a Clinical Case Differently in Paper- and Simulation-Based Workshops
- Source :
-
British Journal of Educational Technology . Sep 2011 42(5):865-874. - Publication Year :
- 2011
-
Abstract
- Several scholars contend that learning with computer games and simulations results in students thinking more like professionals. Bearing this goal in mind, we investigated how a group of pharmacy students learnt with an in-house developed computer simulation, SimPharm. Adopting situated cognition as our theoretical lens, we conducted a case study involving 20 undergraduate students to tease out how they made meaning of a clinical case differently in two different contexts: a typical paper-based workshop and one enabled by SimPharm. The data collected included audio recordings of classroom discourse, focus group interviews and class observations. The findings identified differences in four areas: framing of the problem; problem-solving steps and tools used; sources and meaning of feedback; and conceptualisation of the patient. These four areas can serve as axes along which future evaluations of educational simulations can be carried out based on their affordances.
Details
- Language :
- English
- ISSN :
- 0007-1013
- Volume :
- 42
- Issue :
- 5
- Database :
- ERIC
- Journal :
- British Journal of Educational Technology
- Publication Type :
- Academic Journal
- Accession number :
- EJ935930
- Document Type :
- Journal Articles<br />Reports - Research
- Full Text :
- https://doi.org/10.1111/j.1467-8535.2010.01113.x