FEMS Microbiology Letters, 363, 2016, fnw045 doi: 10.1093/femsle/fnw045 Advance Access Publication Date: 23 February 2016 Research Letter R E S E A R C H L E T T E R – Professional Development Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs—a randomized controlled trial Michal S. Karbownik1,∗ , Anna Wiktorowska-Owczarek1 , Edward Kowalczyk1 , Paulina Kwarta2 , L ukasz Mokros3 and Tadeusz Pietras3 1 Department of Pharmacology and Toxicology, Medical University of Lodz, Zeligowskiego 7/9, Lodz 90–752, Poland, 2 Department of Pediatrics and Allergy, Copernicus Memorial Hospital in Lodz, Pilsudskiego 71, Lodz 90–329, Poland and 3 Department of Clinical Pharmacology, Medical University of Lodz, Kopcinskiego 22, Lodz 90–153, Poland ∗ Corresponding author: Department of Pharmacology and Toxicology, Medical University of Lodz, Zeligowskiego 7/9, Lodz 90–752, Poland. Tel: +48426393121; Fax: +48426393290; E-mail: [email protected] One sentence summary: ‘AntimicroGAME’ is a promising didactic tool that has a potential to stimulate deeper understanding of the pharmacology of antimicrobial drugs. Editor: Laura Bowater ABSTRACT The effectiveness of an educational board game developed to teach the pharmacology of antimicrobial drugs to medical students was compared with the lecture-based seminar as a supplemental tool to improve short- and long-term knowledge retention and the perception of the learning method by students. A group of 124 students was randomized to board game and control groups. Short-term knowledge retention was assessed by comparing differences in post- and pre-tests scores, and long-term knowledge retention by comparing final examination scores. Both didactic methods seem to improve short-term knowledge retention to similar extent. Long-term knowledge retention of board game seminar participants was higher than those who attended the lecture-based seminar (ANCOVA, P = 0.035). The effect was most pronounced within 14 days after the intervention (ANOVA, P = 0.007). The board game was well perceived by the students. The board game seems to be a promising didactic tool, however, it should be further tested to assess its full educational utility. Keywords: basic medical pharmacology; antimicrobial drugs; medical education; board game INTRODUCTION Antimicrobial resistance has grown to represent a worldwide public health crisis (Tanwar et al. 2014) and hence, there is an urgent need for the development and implementation of an antimicrobial stewardship programme to secure our current antimicrobial drugs for future generations (Dixon and Duncan 2014). Adequate undergraduate education of medical students has been recognized as one of the crucial factors in nurturing the successful development of antimicrobial stewardship. It is vitally important to train medical students to use antimicrobial drugs prudently and rationally as early as possible in their education (Vickers 2011). Within the undergraduate curriculum, Basic Medical Pharmacology serves as an introduction into the complex world of antimicrobial drugs. The discipline deals with such topics as mechanisms of action, toxicity profiles, drug interactions, routes of administrations of antimicrobial agents, as Received: 21 December 2015; Accepted: 19 February 2016 C FEMS 2016. All rights reserved. For permissions, please e-mail: [email protected] 1 2 FEMS Microbiology Letters, 2016, Vol. 363, No. 7 well as fundamental principles of rational antimicrobial therapy (Pulcini and Gyssens 2013). Medical pharmacology should be taught in the context of real-life situations that students will meet in their future professional life (Gwee 2009). Passive education, e.g. classical formal lectures, are seldom considered successful in transferring knowledge and fail to shape prudent and rational antimicrobial prescribing attitudes in future health care professionals (Pulcini and Gyssens 2013). Therefore, curricula should be enriched with interactive clinically-oriented learning methods such as educational games. As summarized by Akl et al. (2013), educational games create a risk-free environment for decision-making and problem-solving learning. By promoting friendly competition, and reducing stress and anxiety, such games have the potential to increase knowledge retention. They may enhance communication skills and social interaction. Moreover, educational games have been found to positively impact cognitive abilities, brain function and structure (Fissler, Kolassa and Schrader 2015). Unfortunately, the available evidence concerning the relevance of educational games as learning tools is of limited quality. The findings only suggest but do not confirm nor refute the utility of games as a teaching strategy for health care professionals (Akl et al. 2013; Sipiyaruk and Khan 2014). The aim of the present study was to compare the effects of the use of a recently developed board game with a lecture-based seminar in teaching the pharmacology of antimicrobial drugs, with regard to the short- and long-term knowledge retention of a group of medical students and their perception of the learning method. Both educational interventions were assessed as supplemental to the formal learning of the subject, being ways to complement and reinforce prior knowledge of the pharmacology of antimicrobial drugs. METHODS Participants Polish-speaking third-year medical students of the Faculty of Medicine and Faculty of Military Medicine, Medical University of Lodz were recruited on a voluntary basis in the years 2013 and 2015. Development of the board game The concept of the board game termed ‘AntimicroGAME’ was inspired by a game described by Valente et al. (2009), which was designed to integrate bacteriology and mechanisms of action of antimicrobial drugs. The factual content of the ‘AntimicroGAME’ was based around the existing Basic Medical Pharmacology Syllabus for the undergraduate course in Medicine (Medical University of Lodz 2012) and further revised by an independent senior specialist in Medical Pharmacology. The board of ‘AntimicroGAME’ is presented in Fig. 1. In the game, students (four to five players) move their pawns along the pathway in the board according to the number rolled on a dice, starting at the square ‘CHORY’ (i.e. ill) and ending at the square ‘ZDROWY’ (i.e. healthy). Therefore, the aim of the players is to ‘cure their patients’. While moving along the board, a player’s pawn may land on a square with a patient history (blue squares), whereupon the player has to ‘treat his/her patient’ and move his/her pawn forwards or backwards depending on the availability of a suitable antibiotic card. A player’s pawn may also land on a square with a question mark (cherry squares). In this situation, a student next to a player whose pawn landed on a question mark square draws a question card for the classmate and reads a clinical vignette question loudly. A total of 80 questions were developed by Basic Medical Pharmacology teachers who were not familiar with the content of the final examination questions (Table 1). Depending on the correctness of the answer, a player moves his/her pawn forwards or backwards. Finally, a player’s pawn may land on squares representing clinical problems relevant to antimicrobial therapy, and a player moves his/her pawn forwards (green squares) or backwards (orange squares) as indicated on the board. The winner is the student whose pawn lands at the ‘ZDROWY’ square first. The game was piloted with a group of about 20 medical students, and further modified according to the feedback received. The lecture-based seminar The factual content of the lecture-based seminar was outlined according to the existing Basic Medical Pharmacology Syllabus for the undergraduate course in Medicine (Medical University of Lodz 2012). The form of the lecture-based seminar was constructed according to student opinions gathered earlier about a typical seminar during pre-clinical studies at the Medical University of Lodz. The majority of participants (75.0%, i.e. 45 out of 60) agreed at the end of the lecture-based seminar that more than 70% of the seminars in pre-clinical years of their medical studies were conducted in the same manner as the lecturebased seminar in this study. The seminar was prepared and conducted by a qualified academic teacher of Basic Medical Pharmacology. The seminar contained a PowerPoint presentation designed by the seminar leader enriched with a few case studies extracted from the board game. The lecturer carrying out the lecture-based seminar was familiar with factual content and rules of the board game. Research instruments Cognitive pre- and post-tests were developed to assess student knowledge of the pharmacology of antimicrobial drugs prior to and after educational intervention (short-term knowledge retention). The tests consisted of 20 ‘Yes’/’No’ clinical vignette questions (one point per each correctly answered question) representative of the basic medical pharmacology of antimicrobial drugs, which had been piloted with a group of about twenty medical students and modified according to the feedback received. The questions from the two tests were different, however, they were prepared in the same manner and of similar difficulty. None of the post-test questions was used in the board game. The teacher carrying out the lecture-based seminar remained blind to the post-test content. Long-term knowledge retention was assessed in the antimicrobial part of the first attempt at the computer-based final examination in Basic Medical Pharmacology. The examination consisted of 60 theoretical and clinical vignettes multiple choice questions (MCQs) with five possible answers. Only one answer, the most suitable one, counted. The antimicrobial drug section of the final examination consisted of 6–12 MCQs depending on the academic year of the examination and the faculty. The questions were randomly chosen from a base of 309 MCQs on the basic medical pharmacology of antimicrobial drugs held in the examination database. Each day of the examination, another set of randomly chosen questions was included to the examination question sheet. Long-term knowledge retention was expressed as the ratio of the total number of correctly answered MCQs concerning the pharmacology of antimicrobial drugs to Karbownik et al. 3 Figure 1. Representation of the ‘AntimicroGAME’ board. Table 1. Example questions extracted from the board game question cards. Correct answers were also inserted in the cards for reference purpose. Question 1 2 3 Answer A doctor considers administration of an oral extended-spectrum penicillin antibiotic to his/her patient. This drug needs to be active against Streptococcus sp., Haemophilus influenzae and Escherichia coli. This drug, however, is susceptible for beta-lactamases action. Give the name of this drug. A patient is treated with bisoprolol, furosemide and losartan due to congestive heart failure. This patient has been admitted to the hospital with the diagnosis of pyelonephritis, and gentamicin has been additionally initiated. What is the potential influence of ‘cardiac’ drugs on the activity of gentamicin? A 47-year-old male patient has been diagnosed with oesophageal candidiasis due to Candida albicans. Is the oral route of administration of fluconazole suitable for this patient? Please explain. the whole number of MCQs in that category in each examination question sheet. An analogical ratio of the total number of correctly answered questions concerning the rest of pharmacology to the whole number of MCQs in the remaining categories was used to determine the knowledge of the rest of basic medical pharmacology. Amoxicillin Furosemide increases nephro- and ototoxicity of gentamicin. Yes, fluconazole is active against Candida albicans, is extensively distributed to the target tissue and has high oral bioavailability. The VARK questionnaire was used to assess learning preferences. The Polish-language 13-question version of VARK was downloaded from http://www.varklearn.com/Polish/page.asp?p=questionnaire (15 May 2013, date last accessed) and used with permission of the copyright owner. The VARK questionnaire allows an individual to be 4 FEMS Microbiology Letters, 2016, Vol. 363, No. 7 attributed to one of four categories based on their preferred way of learning. The acronym VARK stands for Visual (V— preference for depiction of information in graphical resources), Aural (A—preference for information that is ‘heard or spoken’), Read/Write (R—preference for information displayed as words) and Kinaesthetic (K—perceptual preference related to the use of experience and practice) (Fleming 2001). Each participant was attributed with the learning preference which received the highest score in the questionnaire. In case of an equal score from two or more categories, the student was regarded as having a multimodal (MM) learning preference. The survey at the beginning of the study comprised questions on demographic characteristic of participants, learning style questionnaire as well as previous academic performance measured as the mean grade of final examinations in Biochemistry and Pathology (2.0—failed, 3.0—sufficient, 3.5—satisfactory, 4.0—good, 4.5—very good and 5.0—excellent), which were the major final examinations in the previous year of the medical studies. The opinion survey at the end of the study comprised six items, which were rated on a 4-point Likert scale from 4 (strongly agree) to 1 (strongly disagree) and the overall grade of the educational activity, which was rated on a 6-point Likert scale from 6 (excellent) to 1 (absolutely poor). Moreover, time dedicated for self-study of the pharmacology of antimicrobial drugs was recorded. Procedure The study was approved by the Bioethics Committee of the Medical University of Lodz (RNN/82/13/KE received on 12 March 2013). The study was carried out in May–June 2013 and 2015 when the students completed Basic Medical Pharmacology seminars and were preparing for their final examination in the subject. The study was conducted in two sessions separated within five days. During Session I, all the participants were acquainted with the rules of the study and informed consent was received. Participants randomly drew paper sheets with numbers and were asked to complete blind pre- and post-tests, learning style questionnaires and opinion surveys according to their numbers. Demographic data, previous academic performance data and assessment of learning styles were recorded, then the cognitive pre-test was carried out. Finally, the students received a reading assignment on the pharmacology of antimicrobial agents (8 pages. A4 format) and were asked to measure the time dedicated for self-study between the Sessions. Before Session II, participants were randomly assigned in a 1:1 ratio (GraphPad QuickCalcs web-based tool, http://www.graphpad.com/quickcalcs/randomize1, 15 May 2013, date last accessed) to board game and lecture-based seminar groups. The assignment to the groups was performed with the numbers which students had drawn earlier. Both tutors and students were blinded to the allocation process until the very last minute before Session II. Both educational interventions were carried out during the same 90-min period, with one group playing the game and the other taking part in the lecture-based seminar. The board game session was preceded with a 5-min explanation of the game rules. Then the students played the game for 70 min or until the last student’s pawn remained at the board not reaching the end box (‘ZDROWY’). The control group participated in the lecture-based seminar for 75 min. Immediately following Session II both groups were asked to complete the cognitive post-test and the opinion survey provided. The first attempt at the final examination in Basic Medical Pharmacology was performed 3–77 days after Session II (median 14 days), according to the Regulations of Basic Medical Pharmacology Course and the preferences of the students. The investigators had no role in students’ decision of when to first attempt the final examination. After the final examinations were completed each year, the identity of the students was deblinded to allow student characteristics and performance during the sessions to be matched with their final examination results. The procedure timeline is illustrated in Fig. 2. Statistical analysis The normality of the distribution of continuous variables within the groups of board game and lecture-based seminar was checked with Shapiro–Wilk’s test, and the homogeneity of the variance with Levene’s test. As long as the variables were found to be normally distributed and of homogenous variance, Student’s t-test was used to compare the characteristics of the groups, otherwise Mann–Whitney U test was used. Categorical variables were compared between the groups with Pearson’s χsquare test. The variables in the text are described as means and 95% confidence intervals (95% CI), if not stated otherwise. In order to assess short-term knowledge retention, a two-way repeated measures analysis of variance (ANOVA) was used with pre-test and post-test scores as dependent variables and the intervention group as a categorical predictor. Contrast analysis was then performed to characterize the increase in test scores in each group. In order to study long-term knowledge retention, an analysis of covariance (ANCOVA) was used with the time which passed to the final examination as a confounding factor. In order to assess the effect of learning preferences on short- and long-term knowledge retention of the board game and lecture-based seminar participants, suitable interactions in ANOVA were assessed between VARK learning preference category and intervention group. To assess the association between the variables Spearman’s rho was calculated. While testing the differences in the survey results, Bonferroni correction was applied to account for multiple testing, and the similarity of responses was identified with principal component analysis. P-values below 0.05 were considered statistically significant. The analysis was performed using STATISTICA 12.5 Software (StatSoft, Tulsa, OK, USA). RESULTS Characteristics of the sample Although a total of 147 volunteer medical students were recruited, 124 of them were present during all the required sessions and only these participants were included into the analyses. A comparison of the demographic variables of the participants between the intervention groups is presented in Table 2. The comparison indicated that the groups were generally similar, apart from the distribution of learning preferences. However, due to the fact that two expected values in the comparison of learning preferences frequencies are below five, the significance of the chi-square test should be regarded with caution. Short-term knowledge retention Participation in both the board game and the lecture-based seminar were found to increase short-term knowledge retention Karbownik et al. 5 Figure 2. Illustration of the procedure timeline. Table 2. Continuous and categorical variables of interest according to intervention group. Board game (N = 63) Lecture-based seminar (N = 61) Variable Mean (SD) Median (25th –75th percentile) Mean (SD) Median (25th –75th percentile) P-value Age (years) 23.2 (1.1) 23 (22–24) 23.6 (1.7) 23 (22–24) .3951a Previous academic performance (mean of grades) 3.30 (0.47) 3.25 (2.96–3.62) 3.29 (0.50) 3.25 (3.00–3.50) .8700b Pre-test score 10.0 (3.1) 10 (8–12) 9.8 (3.2) 10 (7–12) .7060b Time dedicated for self-study between the sessions (hours) 2.59 (4.35) 0.62 (0.33–2.50) 3.06 (4.98) 1.00 (0.25–3.00) .7749a Time to the final examination (days) 17.1 (16.2) 14 (3–29) 16.6 (13.6) 14 (3–29) .9681a n (%) n (%) Male Female 24 (38.1) 39 (61.9) 20 (32.8) 41 (67.2) Nationality Polish Non-Polish 63 (100) 0 (0) 61 (100) 0 (0) Faculty of Medicine of Military Medicine 30 (47.6) 33 (52.4) 25 (41.0) 36 (59.0) Sex N/A .4572c .0497c Learning preferences V A R K MM .5368c 10 (15.9) 15 (23.8) 1 (1.6) 19 (30.2) 18 (28.6) 13 (21.3) 19 (31.2) 6 (9.8) 16 (26.2) 7 (11.5) Notes: a Mann Whitney U test, b Student’s t-test, c Pearson’s χ -square test, N/A—not applicable. SD—standard deviation, VARK learning preferences involve: V—visual, A—aural, R—read/write, K—kinaesthetic and MM—multimodal. 6 FEMS Microbiology Letters, 2016, Vol. 363, No. 7 Figure 3. Short- and long-term knowledge retention in board game and lecture-based seminar groups. Short-term knowledge retention was expressed as mean posttest scores in relation to mean pre-test scores (whiskers represent 95% confidence intervals), while long-term knowledge retention was represented as the mean ratio of correctly answered questions during the first attempt at the final examination in pharmacology of antimicrobial drugs to the whole number of questions in that category in each exam question sheet (whiskers represent 95% confidence intervals). The final examination scores of students who sat the final examination not later than 14 days after the educational intervention were included to the graphical presentation and the analysis. The short-term knowledge retention was assessed with two-way interaction in repeated measures ANOVA between differences in post-test and pre-test scores and intervention group. Final examination scores were compared between the groups with two-way block ANOVA, with the examination set as a blocking factor, n.s.—non-significant. measured as mean differences in post-test and pre-test scores: board-game by 3.5 points (95% CI 2.6–4.3), F(1,122) = 67.55, P < 0.0001 and lecture-based seminar by 2.8 points (95% CI 1.9– 3.6), F(1,122) = 41.93, P < 0.0001. No statistically significant two-way interaction was found between ‘differences in posttest and pre-test scores’ and ‘intervention group’, suggesting that no difference existed between the board game and lecturebased seminar in increasing short-term knowledge F(1,122) = 1.32, P = 0.2527 (Fig. 3). Interestingly, no significant correlation was found between ‘differences in post-test and pre-test scores’ and ‘time dedicated for self-study between the Sessions’ for the board game group (Spearman rho = 0.067, P = 0.6565) nor the lecture-based seminar group (Spearman rho < 0.001, P = 0.9989). Long-term knowledge retention As the students could sit the first attempt at the final examination partially according to their own preferences, it could be assumed that the more knowledgeable students sat the final examination first. In fact, there was no significant correlation between the time which passed from the educational intervention to the first attempt at the final examination and previous academic performance (Spearman rho = −0.079, P = 0.3866). However, a significant negative correlation existed between the time to final examination and pre-test scores (Spearman rho = −0.224, P = 0.0122), as well as with post-test scores (Spearman rho = −0.321, P = 0.0003), which suggests that our assumption was legitimate. Hence, ‘time to final examination’ was included as a confounding factor in the analysis of long-term knowledge retention. We found that the ‘ratio of correctly answered questions’ was inversely correlated with ‘time to final examination’ for board game group: F(1,61) = 6.48, P = 0.0134, β = −0.004, but not for the lecture-based seminar: F(1,59) = 0.56, P = 0.4562, β = 0.001. Moreover, a significant interaction between the slopes was found: F(1,120) = 4.75, P = 0.0312, indicating the model of ANCOVA with different slopes to be used. The analysis revealed that the mean ratio of correctly answered questions in the final examination in pharmacology of antimicrobial drugs was significantly higher in the board game group as compared to lecturebased seminar: 0.673 (95% CI 0.625–0.720) versus 0.647 (95% CI 0.599–0.695), i.e. by 4.0%, F(1,120) = 4.57, P = 0.0346; however, the full model explained only 5.8% of variance in the correctly answered questions. The effect was found to be most pronounced for those students who sat the final exam not later than within 14 days after the educational intervention: board game 0.822 (95% CI 0.718–0.926) versus lecture-based seminar 0.703 (95% CI 0.599–0.806), i.e. by 16.9%, two-way block ANOVA with the examination set as a blocking factor, F(1,72) = 7.59, P = 0.0074. The full model explained 22.5% of variance in the correctly answered questions (Fig. 3). No significant difference was found between the intervention groups with regard to the mean ratio of correctly answered questions in the remaining part of the final examination: homogenous slopes ANCOVA with ‘time to final examination’ as a confounding factor, F(1,121) = 0.25, P = 0.6180, indicating that the game had a specific effect on the knowledge of the pharmacology of antimicrobial agents. Karbownik et al. 7 Table 3. Comparison of the answers to the survey concerning the educational activities between the intervention groups. Possible answers on a 4-point scale: ‘I strongly agree’ (4), ‘I agree’ (3), ‘I disagree’ (2), ‘I strongly disagree’ (1). The answers are given as median (25th –75th percentiles). Item How much do you agree with the following statements? Board game n = 61† Lecture-based seminar n = 61 Raw P-value Bonferroni adjusted P-value 1 The knowledge of the pharmacology of antimicrobial drugs as a subject is difficult. 3 (3–4) 3 (3–4) .8134 1.0 2 Participation in the educational activity improved my knowledge of the pharmacology of antimicrobial drugs. 3 (3–4) 3 (3–3) .0101 .0708 3 Participation in the educational activity encouraged clinical thinking approach. 4 (3–4) 2 (2–3) <.0001 <.0001 4 During the educational activity I was learning from my peers. 4 (3–4) 2 (1–2) <.0001 <.0001 5 Participation in the educational activity enabled to look at the pharmacology of antimicrobial drugs in a new, different way. 3 (3–4) 2 (2–2) <.0001 <.0001 6 Participation in the educational activity was a valuable element in the learning process of the pharmacology of antimicrobial drugs. 3 (3–4) 3 (2–3) <.0001 .0001 7 The overall grade of the educational activity.‡ 5 (5–5) 4 (3–4) <.0001 <.0001 † Two of the students left the questions unanswered. Possible grades: from ‘excellent’ (6) to ‘absolutely poor’ (1). The answers to the questions 2–7 were found to be highly correlated with each other as principal component analysis revealed than 62.4% of the overall variance of the answers could be explained by only one component. ‡ The effect of learning preferences on shortand long-term knowledge retention Repeated measures ANOVA analysis found no statistically significant three-way interaction between ‘differences in posttest and pre-test scores’, ‘intervention group’ and ‘VARK learning preference category’, suggesting no difference existed between the learning preferences in short-term knowledge retention of the board game for lecture-based seminar participants F(4,114) = 0.79, P = 0.5333. Students with each learning preference increased test scores to similar extent F(4,114) = 0.80, P = 0.5290. No statistically significant correlations were found between the scores in each VARK category and differences in posttest and pre-test scores for each of the intervention groups (P > 0.05). Similar results were observed for long-term knowledge retention. Neither statistically significant two-way interaction between ‘intervention group’ and ‘VARK learning preference category’ was observed in three-way block ANOVA with the examination set as a blocking factor in long-term knowledge retention F(4,107) = 1.27, P = 0.2864. Similarly, no statistically significant correlations were found between the scores in each category of VARK learning preferences scales and ratio of correctly answered examination questions (P > 0.05). Student perception of learning methods The two groups of students reported the difficulty of the pharmacology of antimicrobial drugs to be similar, and both activities improved short-term knowledge retention to a similar extent. However, although the board game was initially found to be significantly preferable in regard of the latter comparison, this difference did not survive Bonferroni correction. The game was generally better perceived by the students than the lecturebased seminar (Table 3). DISCUSSION The ongoing curricular reform in Poland and the need to upgrade current teaching standards to more context-based approaches (Janczukowicz 2013) have placed great emphasis on the implementation of more interactive methods of teaching medical students. ‘AntimicroGAME’ may well be the first such educational game developed for medical students in Poland, and only few educational games exist worldwide to cover the field of pharmacology of antimicrobial drugs (Valente et al. 2009; Buur, Schmidt and Barr 2013). In combination with a reading assignment, the game seems to be equally effective in reinforcing short-term knowledge as a traditional lecture. The opinion of students partially supports these findings, as the survey of student perceptions appears to suggest that the game improves knowledge to higher extent than the lecture-based seminar. It is possible that this is associated with the substantially better overall grade of the board game. Interestingly, after adjusting for the effect of time which passed from the intervention to the exam, the board game was found to be more effective in increasing long-term knowledge retention in pharmacology of antimicrobial drugs. The difference, although statistically significant, was modest, possibly because of the presence of other multiple confounders affecting the final examination results and the educational intervention occurring at only a single time-point: such a short contact time may have prevented it from exerting its full effect. Nevertheless, the results may suggest that participation in the game, by evoking clinical thinking as well as the need of interactions between the peers stimulates a more contextualized and deeper learning approach, which translates later into better cognitive outcomes. Consequently, the game may also shape the awareness and adherence to antimicrobial stewardship standards as well as prudent and rational prescribing patterns in future health care professionals. 8 FEMS Microbiology Letters, 2016, Vol. 363, No. 7 Current scientific data neither confirm nor refute the utility of educational games as a teaching strategy for health professionals. This is mainly due to low quality of the overall evidence (Akl et al. 2013; Sipiyaruk and Khan 2014). The ambiguity of the findings may also be attributed to a diversity of game formats and setups (Bochennek et al. 2007), as well as the purpose of use, either as a basic or supplemental learning tool. Some gaming strategies implemented to teach medical subjects were found to be superior than traditional methods (Khan et al. 2011; Boeker et al. 2013; Aljezawi and Albashtawy 2015), whereas others have been found to be similar (Shiroma, Massa and Alarcon 2011; Rondon, Sassi and Furquim de Andrade 2013) or even inferior (Selby, Walker and Diwakar 2007; Charlier and De Fraine 2013). The present study reports an interesting phenomenon of ‘delayed effect’ of the board game on knowledge reinforcement. The game did not significantly surpass the lecture-based seminar in the immediate cognitive post-test, but exerted its effect in the knowledge retention test carried out, on average, 14 days later. A similar observation was reported by Khan et al. (2011), who explained the ‘delayed effect’ by the innovation an educational game brings. They claimed that ‘game format of learning is a rarity for the students’, it is ‘their first experience, and therefore it stuck in their minds’. A similar explanation may be attributed to our findings, as 88.5% (i.e. 54 out of 61) of the board game participants admitted that less than 10% of the seminars during their pre-clinical years of studies were carried out in a format similar to the board game (detailed data not shown). The time before the retention test used in the present study differs from that of Khan et al. (2011), who report using a period of as long as two months between educational intervention and the long-term knowledge retention test. The fact that the knowledge is preserved over such a long period could be explained by the active involvement of the students in the subject as they attended regular classes between educational intervention and retention test. Contrarily, in the present study, the time between the intervention and retention test coincided with the summer examination session and any post-intervention selflearning was not recorded. Knowledge retention favouring the board game in this study was observed to be particularly pronounced within 14 days after the educational intervention and disappearing later. The disappearance of the effect may be explained by the wellestablished phenomenon of memory decline in time, which is illustrated with Ebbinghaus’ forgetting curve (Murre and Dros 2015). Another explanation for this fact may be that the more knowledgeable students could have sat the examination earlier and it was the group which benefited most from the board game. In the present study, no differences were found between the educational interventions in the degree of knowledge retention between students with various learning preferences measured with VARK questionnaire. This may indicate that the board game is not biased toward a particular learning preference. Currently, the effect of learning preferences on learning outcomes is being challenged (Norman 2009). For example, Barclay, Jeffres and Bhakta (2011) found that students learned from participating in the educational games regardless of their learning preference as determined by the VARK. On the other hand, it should be borne in mind that learning preferences do not take multiple confounding factors into consideration and a learning ‘preference’ is not a ‘strength’ (Fleming 2001). Therefore, the results do not preclude the importance of learning preferences in the learning process. The present study does have some limitations that warrant mention while interpreting the results. First, the sample of the students was in fact not random. The students were recruited as volunteers. Volunteer bias may threaten the generalizability and utility of the findings (Jordan et al. 2013). Second, the professional qualification of the tutor carrying out the lecture-based seminar was not evaluated, although this factor could have affected the outcome of learning (Matthes et al. 2002). Finally, the students’ knowledge of the subject was measured simply with the number of correct answers to the test questions. Although the correctness of the answers can be regarded as a standard measure of knowledge, it has serious deficiencies (Hunt 2003). Especially the low number and random nature of questions on antimicrobial drugs during the final examination may hardly constitute a fair and representative measure of the knowledge of the pharmacology of antimicrobial drugs. CONCLUSIONS The educational board game ‘AntimicroGAME’ developed as a supplemental tool to teach pharmacology of antimicrobial drugs to medical students allowed better performance in the antimicrobial part of the final examination in Basic Medical Pharmacology as compared to a traditional lecture. The game was warmly welcomed by the students and in their opinion facilitated clinical thinking and peer communication. The game has a potential to stimulate deeper understanding of the pharmacology of antimicrobial drugs and may contribute to more rational prescribing patterns in future health care professionals. Further studies examining repeated board game sessions, involving a more representative long-term knowledge retention test and longterm perspective measurement of attitudes towards antimicrobial stewardship should be carried out to further assess the utility of the game. FUNDING This work was supported by the Medical University of Lodz with the grant for young scientists [ 502-03/5-108-03/502-54-157]. The funder had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript. Conflict of interest. None declared. REFERENCES Akl EA, Kairouz VF, Sackett KM et al. Educational games for health professionals. Cochrane Db Syst Rev 2013;3:CD006411. Aljezawi M, Albashtawy M. Quiz game teaching format versus didactic lectures. Br J Nurs 2015;24:86,88–92. 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