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Online Educa Berlin 2005

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Title: Online Educa Berlin 2005


1
Online Educa Berlin 2005
GIMMICS How to organize, manage and control
a pharmacy practice game
2
Speakers
Prof.dr. Jos van der Werf University of
Groningen Professor in Pharmacy Business
Administration j.j.van.der.werf_at_rug.nl
ir. Aaldrik Sillius University of
Groningen Educational Technologist a.w.sillius_at_rug
.nl
3
GIMMICSPharmacy Practice Game
Outline of the presentation- GIMMICS
organization / management / control- experiences
with GIMMICS (1998-2002) - an emerging problem
in controlling GIMMICS (2003) - how we tackled
this problem (2004-2005)- lessons learnt
4
GIMMICS starting point
Considerations at the outset 1) develop
teaching provision to bring pharmacy practice
into the educational setting
2) a game is a good choice for such a
provision - games create a rich educational
setting - which is a prerequisite for teaching
academic skills
3) the game must be as close to real life as
possible - use real experts from the health care
field - use actors
5
Game setting physical
Room 1
Room 2
Room 3
Room 4
Room 5
3rd floor
Headquarters
ground floor
6
Game setting communication
Room 1
Room 2
Room 3
Room 4
Room 5
3rd floor
Headquarters
ground floor
7
Game setting in time (1/2)
Week 1 students prepare for the game-
familiarize with setting in Pill Village -
virtual village - define pharmacy policy -
guidance for the rest of the game! - set up
documentation system- familiarize with pharmacy
computer system- divide roles - 1st/2nd
pharmacist, pharmacy assistants
8
Game setting in time (2/2)
Weeks 2,3,4 Students the game is on! -
full responsibility for running their pharmacy-
game management start providing assignments-
each pharmacy starts with 8000 (virtual)
patients- if pharmacies do well, they gain
patients- if not, .. Last day of the game-
the team with the highest number of patients is
the winner
9
Assignments 4 categories
Routine
Long term
Ad-hoc
Self-defined projects
specialize on - polypharmacy
- the elderly - travel take over other
pharmacy cooperate with other pharmacy
10
Assessment procedure (1/2)
Assessment of assignments- each assignment is
assessed - assessment based on - solid
evidence (processing of prescriptions) -
on-the-job observations (e.g. during meetings) -
feedback of actors/actressesOutcome of
assessment- either gain or loose a number of
patients
11
Assessment procedure (2/2)
Now this may come as a surprise .
Outcomes of assessments are not explained !!! -
students have to reflect on their own actions -
as an individual - as a team In practice -
difficult at first, both for students and teachers
12
Experiences with GIMMICS (1/2)
1998-2002 students state that playing GIMMICS .
- is great fun- makes them more prepared for
their next internships- invokes them to reflect
on their own actions- invokes them to integrate
knowledge and skills they have acquired over the
past few years
13
Experiences with GIMMICS (2/2)
Other universities followed our
lead University of Utrecht Faculty of
Pharmacy (have introduced GIMMICS in
2004) University of Brussels Faculty
of Pharmacy (will introduce GIMMICS early
2006)
14
An emerging problem (2003)
External experts and actors- are invited to
supply case material from their own practice
Pros- case material is up-to-date, realistic-
keeps game dynamic- keeps students and experts
motivated
Consnumber of game interactions ? gt
information load ? gt workload ? gt number of
mistakes ?
15
Analysis of game setting
16
Any solutions? (1/2)
Solution 1 take action- impose standards on
case material Outcome- external experts will
loose motivation and leave- game setting will
become poor
Solution 2 take no action- Mistakes will
happenOutcome - external experts will become
discomforted and leave- game setting will become
poor
17
Any solutions? (2/2)
Solution 3 - reduce the workload / information
overload of the game managementHow- identify
game activities that are time consuming - select
those activities that can be - foreseen - put
in your own time schedule - facilitated through
the use of ICT
18
Activity 1 (1/6)
Activity 1 planning and documentation of
agendas of external experts and actors-
concerning long term assignments Is health
care expert X available at day D? - concerning
ad-hoc assignments Can actor A play role R in
case C at day D?
19
Activity 1 (2/6)
Solution Actor Registration System - internet
application- after registration, experts/actors
provide info on - contact information - actor
profile - availablility- game management use
this info to - schedule assignments
20
ARS login screen (3/6)
21
ARS actor profile (4/6)
22
ARS actor availability (5/6)
23
ARS selecting an actor (6/6)
24
Activity 2 (1/4)
Activity 2 storage and retrieval of case
material- case material from external experts /
actors- digitally stored, but never
processedProblems- troublesome retrieval
25
Activity 2 (2/4)
Solution Case Management System - internet
application- cases are described and stored in
a structured format- meta-information is added
- retrieval made easy - possibility to share
cases (-gtGroningen/Utrecht )
26
CAMS login screen (3/4)
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CAMS editing a case (4/4)

28
Activity 3 (1/4)
Activity 3 transfer of knowledge from game
management (GM) to student assistants (SA)- SA
support GM throughout the game- GM are experts
in running the game- SA are novices- GM must
transfer (implicit) game knowledge - facts,
descriptions, criteria, manuals, procedures, -
rules of thumb, strategies
29
Activity 3 (2/4)
Solution build a GIMMICS Knowledge Base- make
implicit game knowledge explicit - using
techniques from knowledge engineering - describe
knowledge as task models - task models are
hierarchic by nature- put hierarchy of task
models into digital form- make them available to
student assistants
30
GKB a (partial) task model (3/4)
31
GKB an elementary task (4/4)
32
ARS/CAMS/GKB experiences
Built- ARS (2004), CAMS (2004), GKB
(2005)Used- in several game rounds in
Groningen/UtrechtGame management state - very
useful tools in reducing workload - while
preparing for the game - while running the
game- Yes .... lets think of new initiatives
in the game
33
Lessons learnt (1/2)
1) Starting premisseA game with a rich setting
creates an appropriate educational environment
for learning academic skills
2) Inevitable chain of events richness of game
setting ? gt number of game interactions ? gt
workload ? gt mistakes ?
3) Imposing standards is not an option number of
standards ? gt richness ? gt motivation of all
game participants ?
34
Lessons learnt (2/2)
4) There are better ways to reduce workload-
carefully analyze all game interactions -
identify time-consuming activities - select
those that can be - foreseen - put in your
own time schedule - facilitated through ICT
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