Dan Cernusca

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This paper presents a multi-year study of students’ perception associated with the introduction of a technology tool, personal response systems (colloquially known as clickers), starting from its initial stage to date. The goal is to provide a reflective perspective of this topic that intertwines the instructor’s and students’ views associated with the(More)
The rapid development internet-based technology along with the availability of user-friendly video capture and editing tools expanded the use of instructional video modules from fully online courses (e.g. Gosmire, Morrison, & Osdel, 2009), to blended courses (Sloan Consortium, 2007, Twigg, 2003), and to more recent enhanced live active learning strategies(More)
Objective. To design an educational game that will increase third-year professional pharmacy students' knowledge of diabetes mellitus disease management and to evaluate their perceived value of the game. Methods. Faculty members created an innovative educational game, the diabetes escape room. An authentic escape room gaming environment was established(More)
PURPOSE The purpose of this research study was to evaluate the impact of web-based training on the knowledge and perceived practice of community pharmacy staff engaged in a hypertension medication therapy management program. Following the recommendations from adult learning end experiential learning theoretical frameworks, the proposed training engaged(More)
This exploratory study presents the outcomes of using self-explanation to improve learners’ performance in solving basic chemistry problems. The results of the randomized experiment show the existence of a moderation effect between prior knowledge and the level of support selfexplanation provides to learners, suggestive of a synergistic effect for learning.(More)
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