Mallory Mouradjian,
PharmD, PGY1 Pharmacy
Resident, UMMC
Within
any given classroom, each student may have a different learning style in which
they best gather and store information. Some learners understand information
best by reading information or interpreting graphical information while others
may prefer to listen to a podcast. One common method used to classify learning
styles utilizes the VARK modalities, first described by Fleming and Mills in
1992. The postulated that there were four categories that learning modalities
could fall under:
- Visual: learn best through visual depictions such as charts and graphs
- Aural/Auditory: learn best via listening and reciting back in their own words
- Read/Write: learn best via textual inputs/outputs, like to read and digest information on their own time
- Kinesthetic: Learn best through hands-on experiences
Given
the variety of modalities that students utilize to understand information, it
is in the best interest of an educator to attempt to incorporate diverse
activities into the structure of their courses. Busan et al. conducted a survey of 230 medical students in 2014 in an
effort to characterize the distribution of learning styles of learning in the
medical field. They issued a questionnaire that placed students into 3
categories, visual, auditory, and kinesthetic. They found that 33% were visual
learners, 26% auditory, and 14% kinesthetic. The remaining students were classified
as multimodal, meaning that they preferred two or more of the learning styles,
namely 12% visual and auditory styles, 6% visual and kinesthetic, 4% auditory
and kinesthetic, and 5% utilized all three styles1.
Busan
et al. demonstrated that there is a significant
portion of learners that are classified as kinesthetic learners. Despite this
information, some academics claim that kinesthetic learners may be the least
engaged group in modern education.2 This is not necessarily a
surprise as It can be a challenge to incorporate activities for kinesthetic
learners in the classroom, especially if the format is lecture-based.
Kinesthetic
learners, as the name implies, understand information best when they can carry
physical, hands-on activities. They “learn by doing,” not by listening or
reading material. They benefit from learning experiences that incorporate case
study and real-world scenarios in which that can role-play and use critical
thinking. When looking at pharmacy school programs, kinesthetic learners
benefit most from the last year of experiential education but may be poorly
engaged prior to this last year of clinical rotations. Some pharmacy schools
have begun implementing activities in order to reach this under-engaged group
of learners. Below are some possible activities that may help to engage
kinesthetic learners.
Real-world Simulation
with a Virtual Patient
A
group of educators at MCPHS University incorporated a virtual patient software
program into the curriculum of their pharmacotherapuetics course. The software
allowed students the opportunity to interview a patient, perform a physical
exam, and provide medication counseling to digital standardized patient. This
was intended to supplement the therapeutics course as it focused on disease
states that were being covered in the course. The students were evaluated on
their ability to conduct a mock clinic visit. They found that students that
utilized the software conducted more thorough patient interviews during their
mock clinic visits and students felt that this experience had been helpful in
their understanding of the material.3
Case-based Learning
Another
strategy that can be utilized to engage kinesthetic learners is to complement
traditional learning methods with case-based learning to encourage higher order
thinking. Case-based learning generally involves the distribution of a
realistic patient case, complete with all of the pertinent laboratory data and
patient history, and students are required to work through the case, develop a
care plan, and provide supporting literature. The case is then discussed in
small groups of 6 to 10 students to encourage collaborative thinking and
problem-solving. Jesus et al. found
that students that participated in the case-based learning had improved
clinical decision-making and learning motivation as well as higher post-exam
scores.
Gamification
Gamification
is the practice of adapting a game for a purpose of education. This method can
reach kinesthetic learners because it allows them to learn while physically
participating in an interactive activity rather than simply listening to a
lecture. Educational games can range from Jeopardy-type
games that facilitate memorization of drug names, indications, and adverse
effects, to games that require students to apply information learned in
lectures in realistic scenarios. In a systematic review from 2105 that reviewed
the use of games in pharmacy education found that educational games may help
“complement and reinforce taught material by promoting students’ participation
and engagement in an interactive, enjoyable, and motivational learning
environment”.5
Kinesthetic
learners are an under-engaged group in the medical educations. It can be a
challenge to incorporate activities that involve hands-on activities in a
lecture-based course, however there are potential benefits from encouraging
hands-on and critical thinking activities as a supplement to the class.
References:
[2]
Wood N, Sereni-Massinger C. Engaging
online kinesthetic learners in active learning. Proceedings of IMCIC – JCSIT
2016:116-119. Full Text
[3]
Taglieri CA, Crosby SJ, Zimmerman K, Schneider T, Patel DK. Evaluation of the use of a virtual patient on student competence
and confidence in performing simulated clinic visits. Am J Pharm Educ. 2017;81(5):1-9. Full Text
[4]
Jesus A, Gomes MJ, Cruz A. A case based learning model in therapeutics. Inov Pharm. 2012;3(4):1-12. Full Text
[5]
Aburahma MH, Mohammed HM. Educational games as a teaching tool in pharmacy
curriculum. Am J Pharm Educ.
2015;79(4):1-9. Full Text
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