Bloom's taxonomy medicine3/16/2024 ![]() Resource person will first expose participants to the premises underpinning Bloom’s Taxonomy of learning domain and then explain the three domains and the various categories of learning behaviours under each domain. Joy-Telu Hamilton-Ekeke (PhD) Department of Curriculum and Instruction, Faculty of Education, Niger Delta University, Bayelsa StateĢ Learning Objectives At the end of the workshop/presentation, participants should be able to: Formulate test questions that will measure mastery of subject matter Demonstrate understanding of key verbs for the various categories (domains) of learning Appraise the three domains of Bloom’s Taxonomy of learning domains Explain the different categories in each domainģ Approach It is going to be an interactive workshop Keywords: Blooms taxonomy, game mechanics, case based learning, medical education.1 Application of Bloom’s Taxonomy of Learning Domains in Medical Education This paper also explained the growing potentials of integrating gamification into medical education for case-based learning. In this paper, the researchers conceptualize the design of gamification mechanisms through application of Bloom's taxonomy using an action research model conducted with 118 undergraduate medical students from School of Medicine for case-based learning approach. Incorporation of Bloom’s taxonomy helps to design gaming mechanisms to redefine the learning objectives and the associated behavior of the learner. Often the purpose of game based learning is to encourage the learner to adopt a new skill or build on knowledge to achieving higher order thinking skills. In case of gamifying curriculum, the learning objectives and intended learning outcomes are broken down into behaviors, triggers and meaningful touch points, otherwise called gamification mechanisms. Gamification design also starts with learning objective or intended learning outcomes. ![]() In case based learning, lecturers will use pedagogical approaches when they map out learner journeys or experience paths. ![]() When applied in the correct manner the mechanics of gamification has the ability to drive student engagement and participation to new heights. In addition to that, gamification mechanics are able to appeal to students' basic desires of wanting to achieve and being rewarded for their actions. Gamification mechanics allow for a more compelling and participatory student experience ultimately motivating students to make specific actions. ![]() Gamification can augment case-based learning (CBL) when students play the role of cases (characters) in the accompanying narrative and apply their knowledge. The real world or authentic contexts used in CBL expose students to viewpoints from multiple directions and see why a medical professional may want different approaches to treatment. ![]() This method is learner-centered with intense interaction between clinical cases as the students build their knowledge to examine different cases. Abstract:Case-based Learning (CBL) is a pedagogical teaching approach employed in many medical schools that uses real patient or virtual patient cases to impart relevance and aid in connecting theory to practice. ![]()
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