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Clinical Educators Faculty Development Module (On- ...
Mindgames: Bringing Fun to Clinical Education
Mindgames: Bringing Fun to Clinical Education
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Video Transcription
Video Summary
Dr. Vibheti’s webinar, “Mind Games: Bringing Fun to Clinical Education,” explored how active learning, serious games, and gamification can improve medical education. He explained that today’s learners—especially millennials and Gen Z—tend to prefer technology-driven, self-directed, collaborative, and interactive learning experiences. While broad generational traits are imperfect, he argued that educators should broaden teaching methods to engage more learners effectively.<br /><br />The talk defined active learning as instructional methods that involve learners directly in the process, contrasting it with passive lectures. Citing evidence, he noted active learning can improve exam performance and reduce failure rates. He then described serious games as educational tools designed not just for entertainment, but to build knowledge, critical thinking, teamwork, decision-making, and self-confidence through immediate feedback and repeated practice.<br /><br />Examples included low-cost tools like Jeopardy, Family Feud, flash cards, apps, virtual patient scenarios, and the game Septris, which simulates managing critically ill patients. He emphasized that games should align with clear learning objectives, target audience needs, and assessment methods, while avoiding overreliance on flashy technology. His main takeaway: educators do not need to replace lectures entirely—small, well-designed active learning components can greatly improve engagement and learning.
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Mindgames: Bringing Fun to Clinical Education Recording
Keywords
active learning
serious games
gamification
medical education
clinical education
interactive learning
virtual patient scenarios
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