3 The bingo game, designed for students in a required exercise physiology course, encouraged regular and consistent student interaction with course content. The game consisted of 25 squares organized in 5 horizontal and 5 vertical rows. Students had to complete 5 activities (eg, attend a review session, help another student understand a concept, participate in 4 days of resistance training, create a PowerPoint presentation) in a row (horizontally, vertically, or corner-to-corner) to achieve bingo. The “prizes,” mostly grade-based, were awarded for the number of completed lines. Approximately 85%-90% of students participated over a 2-year period. Though data were not provided, the author stated that the bingo game decreased procrastination and increased understanding of course content, prompted more in-class questions, and provided student feedback. The bingo game concept seemed like a realistic motivational tool for students in the Introduction to Clinical Pharmacy Skills course. Given the increased emphasis placed on assessment and evaluation of student learning by the Accreditation Council for Pharmacy Education's 2007 accreditation standards and guidelines4 it also seemed like a good method for expanding the types of learning activities offered to students. Common to the variety of theoretical frameworks for student learning styles are activities that use a variety of senses, physical interactions with materials, and application of skills.5-8 Though a variety of summative and formative assessment activities and active-learning activities were already included in the Introduction to Clinical Pharmacy Skills course, the activities had not been specifically designed to appeal to students across a broad range of learning styles. Thus, the objectives for developing the extra-credit bingo game were (1) to increase student interaction with course material throughout the semester and (2) to provide students many different ways of demonstrating their learning in the course