|Cardiology Game Board|
Are you a hospital preceptor or Subject Matter Expert who needs to create a learning game quickly for your students? If so, I recommend Super Teacher Tools at https://www.superteachertools.us/. The site offers free tools to make several types of games: Jeopardy Review, Speed Match Review, Who Wants To Be A Millionaire, and Multiplayer Rocket Review. (If the course is blended, Super Teacher Tools also offers a Seating Chart Maker, a Group Maker, a Random Name Generator, a Classroom Timer, an Online Spinner, a Classroom Countdown, and an Interactive Dice Simulator).
For this review, I made three sample games that can be played in either Speed Match or Jeopardy style:
- To play the Permaculture Plant Guilds Speed Match Review Game, go to https://tinyurl.com/y2t8hzqh. Drag the correct answer square onto the corresponding question, below it. If they match, the square will disappear.
- To play the Cardiology Game, go to https://tinyurl.com/y53gz2sd. If you wish to play alone, then choose the Non-Live Version (yellow button at top left). If you want to play as a team, then enter the Join Code: JT6KQK. To challenge yourself, you can enter a certain number of seconds for the countdown, or leave it as an X, so you won't see a counter. The Cardiology Game does not have the traditional Jeopardy style, where one answers with a question. Here are the detailed directions on how to play the Jeopardy version: http://www.failsafesupport.com/hesk2/knowledgebase.php?article=1. One can also play the Cardiology Game by clicking the green Play This Game in SpeedMatch button at the top of the screen.
- To play the Phlebotomy Jeopardy Game, go to https://tinyurl.com/y52ptofh. It is in the traditional Jeopardy style, where the player must answer with a question. One can also play the Phlebotomy Jeopardy Game by clicking the green Play This Game in SpeedMatch button at the top of the screen.
|Permaculture Plant Guilds Speed Match Review Game|
The learning theory that underpins these three games is Behaviourism. The games were created with the hunt-and-peck, trial-and-error method of a pigeon in a Skinner Box. The learning curve is slight for the course developer, and one game can be made in two hours. Behaviourists believe learning happens when the student develops a new behaviour or changes behaviour in response to a stimulus. The stimulus in these games are terminology questions. We are trying to evoke the correct terminology response from the student within 10 seconds. The student should become faster at responding to the question stimulus with repeated practise.
The change in behaviour or new behaviour must be objectively observable. In these games, the change is measurable as points on the Score Board. Behaviourists believe in operant conditioning, in which the desired behaviour is followed by a reward or reinforcing stimulus. The reinforcement must be immediate. In the Jeopardy game, a bell rings as soon as the student gives a correct answer, and the counter on the Score Board goes up. In the Speed Match game, the answer disappears in a puff if it is matched with the correct question, and the student advances to the next question.
Speed Match and Jeopardy are great for Skill and Drill rote work where there is only one right answer and limited time. We need this kind of game review to prepare for hospital accreditation or permaculture certification cheaply and in the quickest time possible. It is unnecessary for our students to solve complex problems or think creatively in these particular games. All that is required of them is to memorize the correct terminology or basic facts. We want an automatic response of student recall. Behaviourism is perfect for standardized testing and psychomotor skills, such as drawing blood or planting.
We are unconcerned about the students' motivation in these games. Behaviourists believe knowledge exists independently outside of people, so it is unnecessary to know what they are thinking. It is enough that the student understands the consequences of failing the upcoming certification exam is job loss, so the review provides enough incentive with just numeric rewards to encourage the student to repeat the games.