Veterinary antimicrobial card game improves antimicrobial selection skills in veterinary students
Jacob Wolf, Ashton C. Berger, Elayne P. Colon
Frontiers in Veterinary Science · 2025
doi:10.3389/fvets.2025.1631567 (opens in a new tab)
We email you when a new notice or a question about this paper appears.
Abstract
IntroductionThe inclusion of active learning in veterinary medical education has received significant focus in recent years. Game-based learning is an unconventional form of active learning and its use in education within the health sciences has been investigated.MethodsThis study evaluated the use of a card game to teach antimicrobial use in dogs and cats with bacterial diseases as a supplement to traditional methods of teaching.ResultsThis study found that third- and fourth-year veterinary students’ comfort in antimicrobial decision-making increased for four infectious diseases following the inclusion of a card game during rounds. No similar improvement was noted for a disease that was not included in the card game. Students perceived that the game improved their understanding of antimicrobials in dogs and cats and students universally enjoyed playing the game.DiscussionThe role of games in veterinary medical education should be further explored, especially studies that evaluate knowledge retention throughout the duration of their educational experience.
Abstract licence: CC BY
Reads
Read by people on this page
None yet.
Checked or read by AI through naulon
None yet.
A person counts once a day per paper. We keep no cookie and no address: a reader is a hash that changes every day. Any month under five reads shows no number.
Are you an author?
Is this your paper?
Claim it to add your note and be paid when agents cite it. Free.