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Catching the virus – a peer-to-peer game that encourages active participation in microbiology lectures
Author(s) -
Paul Dean
Publication year - 2022
Publication title -
access microbiology
Language(s) - English
Resource type - Journals
ISSN - 2516-8290
DOI - 10.1099/acmi.0.000302
Subject(s) - covid-19 , active learning (machine learning) , pandemic , silence , psychology , mathematics education , medical education , pedagogy , medicine , computer science , infectious disease (medical specialty) , disease , art , pathology , artificial intelligence , aesthetics
An important part of learning within lectures and classrooms is active participation, but this is sometimes difficult in larger lecture rooms. Questioning students is also not very fruitful in larger rooms for many reasons and invariably results in a wall of silence. Playing active-learning games changes the student–teacher dynamic and energizes the lecture room, making the lecture more memorable and worthwhile for the students. In our microbiological lectures, particularly lectures on virology and immunology, students play the ‘catch-the-virus’ game. As all students are in the game together, there is a competitive edge, and students forget about the anxiety of the the lecture theatre. Importantly, because of the nature of the game, the entire lecture room is involved, including students in the back rows. Interestingly, the recent coronavirus disease 2019 (COVID-19) pandemic, and its impact on student lives, makes the catch-a-virus game even more poignant.

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