At a Glance

Discipline

  • Health science

Instructional Level

  • College & CEGEP

Course

  • Introduction to Pharmacology 165-102

Tasks in Workflow

Social Plane(s)

  • Group

Type of Tasks

  • Gaming & role-playing

Technical Details

Class size

  • Small (20-49)

Time

  • Single class period (< 90 mins)

Inclusivity & Accessibility

  • Variety of action & expression

Instructional Purpose

  • Consolidation & metacognition

Overview

This fun and engaging game helps students assess their current knowledge of the purpose of an array of biopharmaceutical drugs and identify gaps in their learning, while giving them extra practice retrieving memorized information to help prepare for their upcoming test. During the game, teams compete in a relay race, in which team members take turns matching a drug to its purpose. The fastest and most accurate team wins. This activity takes place in-class usually one or two weeks before the end of semester or before a unit test. This game-based approach to reviewing material engages students through collaboration and friendly competition.

Instructional Objectives

Students will be able to:

  • Quickly match drug names to their purpose
  • Identify which drugs-purpose pairs they do not yet have fully memorized

Workflow & Materials

Workflow

Activity Workflow

View on CourseFlow

Contributor's Notes

Benefits
Challenges
Tips
Benefits
  • Helps students prepare for upcoming test
  • Builds solidarity and positive learning environment
  • Models the use of flashcards as a study method
Challenges
  • Consider implementing a limited number of “ask a friend” or “ask the teacher” cards so that students struggling with pairs can receive support if they need it.
  • Interference from team members: Reiterate that it is a team activity but the matches need to be made individually, keeping the room quiet will allow for greater focus.
  • Preventing injury: Students must stay in place at their assigned location even once they have sorted their cards; they cannot move around to help or encourage others.
Tips
  • Tie-breaker: Each team designates one representative. The teacher selects a medication that was not included in the cards and asks for the name and use. The first student to provide both answers wins for their team. Multiple rounds can continue if the students cannot get the correct answer.
  • Use this activity as an end of term review or as a unit test review.
  • Pre-determining teams or playing multiple rounds and changing the teams every round to balance out the number of stronger students.
  • Cards used can be made available to students during class time as well so that they can practice making matches before or after the official game or use them as a study aid.

Applied Strategies