APPLICATION OF THE GAME “COGNIVERSE” AS AN ACTIVE LEARNING STRATEGY IN HEALTH EDUCATION
DOI:
https://doi.org/10.56238/arev8n2-030Keywords:
Active Learning, Game-Based Learning, Health Professions Education, Clinical ReasoningAbstract
In health education, active learning approaches have gained increasing importance for enhancing the quality of learning, clinical reasoning processes, and socio-emotional skills. The “Cogniverse” is a novel, interactive, and low-cost pedagogical tool that promotes multimodal learning through verbal, associative, and nonverbal communication. This study describes and analyzes the implementation of the “Cogniverse” in health education as a strategy to improve active learning, teamwork, and integrative cognitive engagement. Grounded in social constructivism and Bloom’s Revised Taxonomy, the method focuses on developing higher-order cognitive and socio-emotional competencies through three consecutive stages—verbal explanation, one-word clue, and nonverbal representation—each targeting distinct dimensions of cognitive representation and meaning. The organized use of this activity fosters semantic activation, concept formation, embodied cognition, and collaborative learning, ultimately enhancing memory retention. The findings indicate that engaging in active, play-based learning stimulates motivation, empathy, and clinical reasoning among students and faculty members. Overall, “The Cogniverse” represents a successful, user-friendly, and humanized active learning technique that promotes interdisciplinary learning, communication skill development, and professional competencies aligned with patient-centered care.
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