ArticleBMC medical education2022
Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics.
Article in BMC medical education, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
7 citing papers in PubMed.
- Teaching surgical instruments with a touch of play: A comparative study of Kahoot and Crossword puzzles as fun formative assessments for operating room nursing students.Journal of education and health promotion · 2026Article
- Gamification in Enzymology with CARBGAME (CARd and Board GAmes in Medical Education).Methods in molecular biology (Clifton, N.J.) · 2026Article
- Open-Access Web-Based Gamification in Pharmacology Education for Medical Students: Quasi-Experimental Study.JMIR medical education · 2025Article
- Connecting the pieces: Exploring the use of jigsaw puzzles in medical education to teach psychiatric disorders.Journal of education and health promotion · 2025Article
- Evidence-Based Crossword Puzzles for Health Professions Education: A Systematic Review.Medical science educator · 2024Review
- "Pharmacotrophy": a playful tournament for game- and team-based learning in pharmacology education - assessing its impact on students' performance.BMC medical education · 2024Article
- Incorporating Evidence-Based Teaching into Pharmacy Education: A Case Study on the Use of Educational Theory in the Backward Design of a Drug Information Course.Innovations in pharmacy · 2024Article
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Authors and funding
7 authors.
Funding
Abstract
backgroundEducational games make the learning process more enjoyable, fun, and create a competitive classroom environment that can positively affect learning. The purpose of this study was to evaluate pharmacy students' perceptions of crossword puzzles (CWPs) as a learning tool in the pharmacotherapy cardiovascular module focusing on anticoagulants' therapeutics and assessing if students' preference of learning style influenced their perception.
methodsClues for the puzzle were developed, validated, and piloted by course faculty. A free internet puzzle generator was used to create puzzles with 10 to 20 clues. Students were given 30 min to solve the puzzle following six hours of didactic lectures about the topic. An 8-item survey instrument and Pharmacists' Inventory of Learning Styles (PILS) questionnaire were administered to examine students' perceptions of the game and their learning style preference, respectively.
resultsTwo hundred sixty-seven students participated in the activity from both undergraduate programs (BPharm and PharmD) over three consecutive course offerings. Most students expressed favorable perceptions of the puzzle. Female and BPharm students had significantly more favorable perceptions than male and PharmD students on several perception items. The dominant preferred learning style (PLS) was converger (35.6%), followed by assimilator (25.3%), while 15.1% had mixed learning styles. The study did not find a significant association between PLS and students' perceptions toward the CWP.
conclusionsThe CWP game presented an innovative, creative, and easy active learning tool to enhance information recall, retention, and class engagement while accommodating all learning style preferences.
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Registered trials
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