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Description and Evaluation of an
Interactive Jeopardy Game Designed to Foster Self-Assessment
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Denise
Bender, JD, PT, GCS.
University of Oklahoma Health Sciences Center
College of Allied Health
Department of Rehabilitation Sciences
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K.E. Randall,
MHR, PT.
University of Oklahoma Health Sciences Center
College of Allied Health
Department of Rehabilitation Sciences
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Correspondence:
Denise Bender, JD, PT, GCS
University of Oklahoma Health Sciences Center
College of Allied Health
Department of Rehabilitation Sciences
801 N.E. 13th Street
Oklahoma City, OK 73104
Denise-bender@ouhsc.edu
Citation:
Bender, D., Randall, K.E. Description and evaluation of an interactive
jeopardy game designed to foster self-assessment. The Internet Journal of
Allied Health Sciences and Practice. October 2005. Volume 3 Number 4.
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Abstract
Basic clinical skill courses require students to progress
from early information acquisition toward the ability to synthesize
and modify the information for various clinical scenarios. In our
program, graduate physical and occupational therapy students obtain
practice with this clinical reasoning process during a classroom
version of the Jeopardy! game. This interactive game show format
offers a low-risk environment that encourages student participation.
The students divide into two interdisciplinary teams, and each team
elects four persons to formally answer the questions. These
spokespersons take turns selecting a category of questions. Since
all students are assigned to a team, even those not actively answering
questions are still involved in the problem solving process. Category
topics include areas such as physiologic changes, exercise
prescription, abuse, discharge planning, community services, patient
education, safety, and caregiver preparation. Each team selects a
topic area and chooses a monetary value for the question. The
instructor reads a clinical scenario and students work together to
quickly provide an answer. The complexity of each scenario increases
as the dollar value increases. If a student team answers incorrectly,
incompletely, or exceeds thirty seconds to answer, the other team may
answer the question. The team interaction creates opportunities to
provide feedback to peers on the accuracy, appropriateness, and
timeliness of their clinical recommendations. The level of friendly
competition, combined with the rapid pace of the game, encourages
students to learn from each other as they practice the clinical
decision-making process. |
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Keywords
and terms: learner theory,
interactive teaching methods, physical therapy, occupational therapy
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Introduction
For three hundred
dollars, answer the following question: How can instructors implement the
key elements of adult learning while encouraging students to self-assess
their competence with the information presented to them in a professional
education course? The answer: Put them in Jeopardy!
Research suggests that adult learners may not respond as well to
traditional, instructor-initiated educational approaches.1-3
Instead, these students prefer more interactive teaching styles that allow
student and instructor to work as a team to accomplish mastery of the
content. Adopting teaching techniques designed to actively engage students
in self-directed learning might result in better comprehension and retention
for adult learners than can be achieved with traditional strategies.4
This paper describes the use and evaluation of a computerized game based on
the televised show Jeopardy as a self-assessment tool for graduate
level occupational and physical therapist students who are enrolled in a
clinical sciences course.
Adult Learners
Most physical and occupational therapy students enter their professional
studies after spending many years in a traditional pedagogical background.
Pedagogy, defined as the science of teaching is characterized by the
instructor holding a higher level of authority and responsibility for
learning than is required of the actual learner.5 A common
analogy to describe this type of learning is to compare it to the actions of
a sponge. In this example, there is a one-way infusion of content from the
teacher, which the students absorb and later produce when requested.
Successful learning is often determined by how closely the responses
produced by the students match the information originally provided. The
authority to decide which content is the most important for the students’
future practice, present this information, and finally assess their level of
mastery of the material rests with the teacher. This limits the students’
role to one of passive participation. This educational approach may not be
the best choice to meet the needs of the students attracted to the allied
health professions. Although the backgrounds of students enrolled in our
programs may be quite divergent, they usually possess one element in common.
Whether due to their advanced chronological ages, previous employment
experiences, or the number of years already invested in an academic
environment, most professional program students meet Knowles’ classification
as adult learners.1
The adult learner
designation is not restricted by age or educational level. Any person who
brings into the classroom a past that is rich in experiences and can apply
their experience to their learning qualifies for this designation. According
to Knowles, the conventional pedagogical approach to classroom instruction
is not as effective with the adult population. Adult learners value
self-directed education where the curriculum design allows them to set their
own learning goals. Knowles states, “adults have a readiness to learn
those things that they need to know in order to cope effectively with real
life situations.”1 Adult learners tend to question
the content they are taught, both in terms of its accuracy and to identify
how it will be useful in their future practice. They prefer teaching
techniques that allow the learner to apply information to solve a real-life
problem, to address a gap in clinical knowledge, or to prepare them for
higher level of practice.6 According to Kolb’s experiential
learning theory, adults interpret and reflect upon things that happen in the
world around them according to their cultural, moral and ideological
viewpoints and their previous life experiences.7 The
ability to actively participate in the process of locating appropriate
resources, selecting their preferred method for learning, and establishing
the criteria for demonstrating mastery of the content is important to them.
This approach engages them as information seekers who are capable of making
their own decisions and value judgments about the information.
Students begin to engage
in the process of self-directed learning when faculty create links between
what the students already know and what they need to know for their new
professions.1 For this to occur, there must be a subtle shift in
the way the roles are defined for the instructor and the students. The
instructor’s role changes to one of facilitator and mentor rather than
remaining identified as an absolute expert. The adult learner’s role
requires an increased investment of time and energy devoted toward mastery
of the course material. The use of interactive educational techniques allows
students and instructors to share control over determining how much content
must be learned before deeming the students to be educated thoroughly enough
to safely apply their information to patients in a clinical environment.
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Integrating Games into
the Curriculum
The
educational methods used in professional programs have been influenced by
the growing demands placed on health care providers. As students progress
through a professional curriculum, experiential learning opportunities
require students to practice the skills of information retrieval, sorting,
and application that are an essential part of the transition from novice to
expert learner.9 Games, accompanied by feedback from instructors
and peers, add an exciting and novel element to professional education. The
literature suggests that adult learners derive greater meaning from their
learning experiences if they are given time to interact and make their own
connections with the content.10 The outcome of a group gaming
experience is heavily influenced by the willingness of the students to take
on responsibility for their own learning.11 Ford and Brown
caution that game-based approaches are more effectively used as strategies
for experienced learners to review content rather than with novice learners
to convey new materials.12 Results of a 1997
national survey of information technology in higher education showed that a
sizeable percentage of faculty members already use multi-media, computer
simulations, or CD-ROM based materials during classroom instruction.13
A computer-based Jeopardy simulation is a natural extension of these
existing classroom methods. Readily available web-based computer templates
allow faculty to customize the Jeopardy game for use in any course. We used
a publicly available website found at:
http://www.jmu.edu/madison/teacher/jeopardy/jeopardy.htm)
to create a template for an entry-level clinical skills and decision-making
course.14 Technical requirements for developing the game require
a minimum of 256 MB RAM, 40 GB hard drive, the latest version of Internet
Explorer, an Intel Pentium 4 processor, and a minimum of a 6 x 6’ display
screen. The size of the screen varies with the room configuration and the
audience numbers. This type of technology is commonly available at the
university level.
Developing the Jeopardy Questions
We used the Jeopardy game
as a review tool for occupational and physical therapist students enrolled
in a required first year course, Introduction to the Clinical Process.
This course teaches many basic clinical skills, including vital sign
assessment, transfers, patient interactions, interviewing techniques,
documentation, and the basics tenants of clinical reasoning. The educational
objectives developed for the Jeopardy experience assessed the students’
ability to:
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self-assess their level
of knowledge in relation to that of peer
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reflect upon their
personal reasons for choosing an active or a passive participation role.
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critique the
effectiveness of the Jeopardy teaching tool in enhancing student skill in
clinical decision-making.
Through its interactive questioning format, Jeopardy creates opportunities
for students to demonstrate their mastery of important content, apply the
content to patient-care scenarios, and explore their attitudes and beliefs
concerning the clinical population to which the questions apply.15
Jeopardy style questions require students to display content mastery that
goes beyond mere memorization of facts. Each question category includes the
three domains of learning
- cognitive, affective, and psychomotor
- at varying difficulty levels according
to Bloom’s Taxonomy.16 Students must engage in open-ended
reasoning to generate questions to fit the provided answers. An example
shows how the questions included in a category labeled, “You’re getting
transferred!” can address content from related areas in a manner that
encourages clinical reasoning.
The first question provides
a concrete statement in the form of an answer, such as “This is the average
blood pressure range below which therapists may suspect the condition of
hypotension is present in an older adult.” Students must respond with a
fact-based question such as, “What is a decrease in standing systolic blood
pressure of 20 mm Hg or more? 17-18 This type of question,
integrating materials from the cognitive domain, ranks as a lower level
knowledge based question because it assesses the recall of facts without any
application component.
A second question in the
same category can be worded in a way that requires a much higher level of
thought and clinical decision-making. By providing a multi-step answer,
“identify, justify, and perform the most appropriate type of bed to
wheelchair transfer for an 85 year old person who underwent a postero-lateral
right hip replacement four days ago,” the learner must process a great deal
of information from all three domains at varying levels of difficulty in
order to arrive at an appropriate response for the scenario. First, they
need to mentally review the potential types of transfers and any possible
limitations due to patient precautions related to the surgical procedure.
Next, they must consider the age and recent post-surgical status of the
patient to determine whether these factors affect the decision. Finally, the
learner must verbally rationalize their decision and then demonstrate the
chosen option, including patient education and environmental adaptation as
appropriate.
Should this question come up as a "Daily
Double" on the computer game board, the person who simulates the patient
might unexpectedly faint, become nauseated, or perform some other unexpected
activity during the demonstration of the psychomotor skill. This
unanticipated behavior from the patient requires the learner to perform an
immediate situational analysis followed by a judgment concerning the need to
modify the original intervention. Inclusion of affective domain questions
focusing on ethical issues, supervision, and delegation issues allow
assessment of students ability to perceive, organize, and value the meaning
of the content in their courses. Each of these abilities is a required
component of their future professional practice. According to findings by
Hoppes and Chesbro, students prefer coursework in which the instructor works
closely with the students to develop clear links between the content itself
and importance of this content in clinical environment for which this
content will be necessary.19
Based
on our experiences, we have identified two methods for question development.
First, course instructors keep track of student questions generated by web
discussion boards, lecture, and laboratory sessions. These student-generated
questions usually target the areas of complex content or issues that require
higher level clinical reasoning skills. The second method requires slightly
more advance preparation. Students are required to submit three questions
and answers from a particular reading, assignment, lab, or lecture. Although
the quality, and thus the usefulness of these questions may vary, it usually
generates enough good questions for at least one game.
Once
created, the customized Jeopardy game is loaded onto a laptop computer and
projected onto a large screen for classroom use. As with the popular game
show, student audience members see a screen with five categories of
questions. Additional game boards and category headings allow the amount and
type of content to be tailored to fit the students’ needs. Category titles
should hint at the content of the “answers” contained within. For each
category, the various dollar amounts of questions become progressively more
complex, raising ethical, spiritual, and legal issues, as well as clinical
situations that require students to actually demonstrate skills. “Daily
Doubles” offer the teams a chance for immediate rewards for addressing
challenging issues thoroughly. As in the televised game, the participants
have to provide their responses in the form of a question. If one team
answers incorrectly or incompletely, no dollars are earned. The other team
is then allotted thirty seconds to begin to answer the question and earn
extra dollars for their side. For educational purposes, our rules vary from
the official game rules whenever an incorrect response is given. We require
students on the opposing side to first explain why the original response was
incorrect before allowing them to offer their answer. This builds in
opportunities for peer feedback, student-generated instruction, and critical
reasoning. The game show format allows course instructors and peers to
closely observe both reasoning and performance skills in a simulated
clinical environment. Periods of prolonged observation are important in
order for faculty to gain a sense of their students’ abilities both
individually and in comparison with other classmates.20 The team
design of our game provided a mechanism for the participants to self-assess
their knowledge in particular areas while increasing their comfort with
taking risks in front of their peers.
Conducting the Game
Prior to the game, the instructor and students should work together to
develop the rules of play. This game is usually conducted with two teams
competing against each other but the format lends itself to individual use
as well. In our team version, five students compete as a team against
another team. If new team members are selected for each board, it will
increase the number of students who can become involved. Our two-hour class
period usually allows us to complete the categories on three game boards, so
the total participation is limited to thirty students from the entire class.
Classes with an enrollment larger than thirty students may wish to conduct
the Jeopardy game during more than one classroom period.
We avoid a gender-based
division and instead divide the class into two sections, with diversity of
age, gender, and disciplines on each side. Any competitive game can become
stressful for both viewers and participants, so instructors should take
steps to manage this tendency before the game begins. Rather than
emphasizing the inevitable end result of winners and losers, emphasize the
game’s function as a motivational tool to encourage further study.21
Those who are not presently playing the game are seated behind one of the
teams and encouraged to cheer ‘their’ team toward victory. The game
experience is not formally graded but participation as a contestant or as a
team supporter is counted toward the class participation portion of the
grading scale. For both safety and noise control reasons, students must
remain seated unless performing a clinical skill in response to a question.
Adult learners usually prefer to develop their own strategies for answering
questions. Some groups prefer to assign questions to members who feel that a
particular content area is their strength, while others take turns providing
answers that reflect the group consensus. The choice of strategy does not
matter and teams may choose different approaches. The only requirement is
that all team members must take a turn in answering questions. Instructors
must frequently remind the participating teams and the student audience not
to shout out answers to any of the questions.
After the Game: Feedback and Reflection
Feedback is an important component in learning. Through participation in
discussion and reflection, the students can use the game-based experience to
assess both their clinical abilities and their reasoning skills. The timing
of feedback is important. Some propose that feedback is most effective when
it is provided immediately after the performance.22-23 We believe
that the impact of immediate feedback may be diluted due to the adrenaline
generated by participation in a competitive game. In order to counteract
that result, we provide both immediate feedback and opportunities for later
discussion. Journaling, interacting with a small group in the classroom, or
posting observations to an on-line discussion board allows students to
individually and collectively address questions such as:
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How did my personal
level of involvement and preparation help/hinder my team in reaching its
educational goal?
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How well did I
understand and apply the course content and how did I arrive at that
conclusion?
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What strengths did I
bring to the team experience? What were the benefits of functioning
as part of a team?
Evaluation of Jeopardy as an Instructional Strategy
Student feedback, both spontaneous and solicited, was overwhelmingly
positive about this experience. Verbal comments, postings on the course web
page, graded reflection assignments, and course evaluations emphasized that
along with the fun, this experience caused students to better understand the
roles they have in the educational endeavor. The feedback was grouped into
five themes: a) competition aids self-assessment ability; b) added realism
to self-assessment; c) discomfort with exposing true self in front of
others; d) competition drives involvement; and e) information processing
approach.
Table 1:
Themes (underlined) and associated comments (in italics) from student
feedback related to the three educational objectives
Objective 1:
Self-assess personal level of knowledge in relation to that of peers
Competition aids
self-assessment ability
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Getting the
first question wrong was embarrassing and made me stop and think
through the entire question better before I answered in the future.
Then I started getting them right.
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When I gave an answer
and it turned out to be right I felt like, “Yes! I know this
stuff.”
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Answering the
questions to myself in the audience made me feel as smart as the ones
who were on the team.
Added realism to
self-assessment
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I decided I was
better prepared for the exam than I thought and it made me worry less.
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I always think I
don’t know as much as everyone else but this type of review was a fun
way to see that all my studying had paid off.
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I felt sort of
relieved when I could think of a better answer than someone else on my
team because I felt like my knowledge was making a real contribution
to my team
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If I couldn’t
answer questions in an area, even the $100 easier ones, then I knew
that I had to study that more, even if I had thought that I already
knew it well.
Objective 2: Reflection concerning their personal engagement
choices
Discomfort with exposing
true self in front of others
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I didn’t volunteer
because I … didn’t want to let my team down since I wasn’t very
prepared.
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I felt somewhat
passive as an audience member but I prefer that role.
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I didn’t want to look
stupid if I answered wrong so I just mentally answered.
Competitiveness driving involvement
Information
processing approach
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…don’t like
‘on-the-spot’ questions because I take a bit longer to process
questions and formulate my answers
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I am an introvert and
prefer to think independently instead of with a group.
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I am a methodical
thinker and preferred taking more time to come up with complete
answers.
Objective
3: Critique this tool’s effectiveness in enhancing clinical
decision-making.
Integration of content into
practice
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I thought I really knew
this stuff but I realized that I wasn’t thinking through all of the
issues in the patient-based questions.
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When I watched people
demonstrate a skill I started to think, “What about safety?” and other
things than just evaluating how well they performed the procedure.
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There was a time crunch
to produce an answer and that is the way it is in the clinic.We had to
think on our feet and argue wrong answers by explaining what should
have been done and why.
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The
themes generated through student feedback demonstrate that the educational
objectives for this activity were met. The first objective established that
Jeopardy participation would encourage students to reflect on their personal
mastery of the course materials as compared to the level of preparation
displayed by their peers. The increasing emphasis on interdisciplinary
practice in the allied health professions requires practitioners to work
together as a team in patient care.24 Teamwork is enhanced when
participants feel comfortable in expressing what information they can or
cannot offer the group. The ability to honestly and critically perform
self-assessment is an essential skill for future practice. Student feedback
indicated that this process helped to identify areas of weaknesses that
required remediation.
The
second educational objective required students to examine and evaluate the
reasons behind their choices concerning participation in the Jeopardy game.
In a professional curriculum, adult learners have a responsibility to the
group. 25 Through participation, they educate and learn from one
another. Examination of our student feedback showed that although they made
different participation choices, the underlying reasons focused more on
individual benefit than on the impact their choice might have on the class
as a group. Some saw participation as a way to gain an edge in academic
preparation. Through functioning as a team member, individuals could
increase the likelihood of performing well on the final examination. The
emphasis placed on winning reinforces that they viewed this activity as
worthwhile because a victory proved their level of mastery to an audience of
peers. The potential benefit of their participation for fellow classmates
who viewed the game was not mentioned. Those who chose not to participate
did so for equally self-motivated reasons. Either the prospect of
participation forced them to admit to a low level of content mastery or they
were held back by a fear of performing badly and leaving a false impression
that they were unprepared. Despite their personal fears, none of the
feedback included any negative comments concerning the student participants
on the teams who did answer incorrectly.
The
final educational objective for Jeopardy intended that students would
demonstrate improvement in their clinical decision-making skills as a result
of this experience. Several students mentioned the need to evaluate many
facts quickly and generate appropriate working hypotheses in order to arrive
at a comprehensive answer.26 The patient based scenario
questions, combining cognitive, affective, and psychomotor components,
required students to apply course content to a simulated patient within a
restricted amount of time. Students found this attempt to duplicate the
realities of clinical practice to be very beneficial.
The feedback may be
shared in several ways. It can disseminate from student to course instructor
and back again to individual student or from individual student to course
instructors and peers. For the latter option, course instructors should
assess the comfort level of their students with sharing personal information
and may wish to make the peer component an option rather than a requirement.
If peer-feedback is required, the written or posted discussions offer course
instructors the option of blinding the responses to preserve student
anonymity. Encourage students to provide feedback that is supportive;
recognizing strengths and offering suggestions on how to address content
weakness perceived in them and in their classmates. This collegial dialog
should examine whether the planned educational goals were met and identify
any existing or potential barriers to the process.
Conclusion
In our
experience, the use of games as teaching tools fosters collaborative
interaction with peers. Technology in classroom instruction offers one
possible example of an enhancement, rather than a substitution, for
traditional, instructor-led teaching in physical and occupational therapy.27
Some educators shy away from using a teaching tool that does not have a
solid foundation of evidentiary support. Rowitz points out that there is a
lack of “published reliability and validity with regard to the effects of
what the games actually teach.”28 The literature contains a few
articles addressing game-based teaching techniques but there is no proof
that these methods are more effective at enhancing learning than traditional
teaching approaches. Despite this lack of definitive proof, information
about how adult learners prefer to interact with information suggests that
the group interaction, active participation, and rapid information
processing demanded by participation in games should have a positive
influence on student learning and retention.4,15,29,30Faculty can
use the format of the game question to reinforce important concepts such as
people-first language and use of a whole person approach in the clinical
decision-making process.
Although the time and
energy required to design and conduct the game may be considerable, there
are rewards. This format allows instructors to directly observe not only how
well students handle the material but also provides a chance to see how they
link previously learned content with new material to make well reasoned
clinical decisions. This enjoyable game ultimately serves the faculty as a
comprehensive evaluation tool of the actual learning that occurred during
the course.31
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