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Evaluation of the ‘Strongest Link’: interactive continuing education

2008· article· en· W2080952094 on OpenAlexaffabout
Douglas Klein, Barbra McCaffrey, Heather Stenerson

Bibliographic record

VenueMedical Education · 2008
Typearticle
Languageen
FieldSocial Sciences
TopicInnovations in Educational Methods
Canadian institutionsUniversity of Alberta
Fundersnot available
KeywordsContext (archaeology)PreferenceMedical educationContinuing medical educationPsychologyContinuing educationMultimediaComputer scienceMedicine

Abstract

fetched live from OpenAlex

Context and setting Although continuing medical education (CME) providers are in agreement over the advantages of interactive learning, most doctor learners express a preference for lecture-style formats. Unfortunately, didactic lectures require only 1 teacher for hundreds of learners, whereas small groups require many more teachers. As the cost of providing CME in North America is in the billions of dollars and given that recruiting speakers may be getting more difficult, cost-effective strategies for delivering interactive programmes are clearly needed. Why the idea was necessary One of the more recent developments in CME programming has been the use of game formats for teaching. The idea of using games for medical teaching is not new and games have been used in undergraduate instruction in medicine and nursing. Reports have demonstrated increased satisfaction among participants. Similar articles describing the evaluation of games-based CME are rare. It is expected that games-type activities that are more enjoyable may increase participant interest in more effective interactive formats. The ‘Strongest Link’ is a programme that incorporates the benefits of interactive, small-group learning in a large-group setting and decreases the need for multiple faculty members. The purpose of this study was to examine the difference between a didactic format and the game format of the Strongest Link by assessing knowledge acquisition and retention, and levels of satisfaction. What was done Family doctors were recruited from 4 Canadian cities. All participants were given the same information related to family medicine topics. The sites were randomly assigned to 1 of 2 educational formats: didactic or Strongest Link. The Strongest Link games-based programme consisted of 15 controversial true/false questions relating to a single topic. Participants in a large-group setting were divided into small groups and seated at round tables to discuss each question. Participants were given an opportunity to express the reason they chose their answer for each question. Answers to the questions were supported by current, peer-reviewed, published medical literature and discussed by a content expert. Evaluation of results and impact A total of 22 programmes were held in 4 different sites. Results demonstrate higher knowledge gains among participants using the Strongest Link format (P = 0.01). Knowledge gains were maintained at 1-month follow-up testing (P < 0.01). Participant satisfaction did not significantly differ between the formats (P = 0.72), but the type of format significantly affected the participants’ retention of content (P = 0.01). Qualitative comments from evaluation forms showed a preference for the games-based programme. From 9 participant interviews, 5 main themes emerged: the benefits of interactivity; the confirmation of knowledge among peers; the discovery of unperceived needs; that the Strongest Link was a better educational format, and that the traditional event was more comfortable for participants. The Strongest Link project provides evidence that learning in a game-type format can be more interactive despite being a large-group activity. Therefore, innovative learning formats should be developed in a supportive environment that is both enjoyable and competitive. Such initiatives will breathe new life into tried and tested CME programmes.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.006
metaresearch head score (Gemma)0.034
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMetaresearch
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Other design · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.910
Threshold uncertainty score0.999

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0060.034
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.001
Science and technology studies0.0000.001
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.055
GPT teacher head0.485
Teacher spread0.429 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

Study designOther design
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2008
Admission routes2
Has abstractyes

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