Journal ArticleDOI
Evaluation of an educational game for health sciences students.
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An educational game was developed to promote student problem solving in the context of small group, problem-based learning (PBL) and the game's effects on hypothesis and issue generation in PBL were evaluated.Abstract:
An educational game was developed to promote student problem solving in the context of small group, problem-based learning (PBL). This study evaluated the game's effects on hypothesis and issue generation in PBL. Students in the Year III PBL course of a BScN program (N = 131) were stratified by program status and then randomly assigned to groups of 9 to 11 people per group. Half of the groups were randomly assigned to use the game (G); the remaining groups used the conventional method (CM) of generating issues and hypotheses. The G and CM groups crossed over for Term II. A Term I posttest demonstrated G groups had a higher proportion of accurate responses (85%) than CM groups (74%). A Term II posttest demonstrated no important differences between G and CM groups, suggesting the educational impact of the game persisted after students stopped using it. Strengths and limitations of the game as a learning aid also are addressed.read more
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Reference EntryDOI
Educational Games for Health Professionals
Elie A. Akl,Victor F Kairouz,Kay Sackett,William Scott Erdley,Reem A. Mustafa,Michelle Fiander,Carolynne Gabriel,Holger J. Schünemann +7 more
TL;DR: The findings of this systematic review neither confirm nor refute the utility of games as a teaching strategy for health professionals, and there is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.
Journal ArticleDOI
Active-learning strategies: The use of a game to reinforce learning in nursing education. A case study
TL;DR: This study looks at the use of one active-learning strategy, a Jeopardy-style game, 'Nursopardy', to reinforce Fundamentals of Nursing material, aiding in students' preparation for a standardized final exam.
Journal ArticleDOI
How gaming is used as an innovative strategy for nursing education.
Mary A. Royse,Sarah E. Newton +1 more
TL;DR: The literature related to gaming is discussed, its use as a teaching strategy is described, and implications for nursing education are addressed.
Journal Article
Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course
TL;DR: Nursing faculty at a mid-Atlantic Historical Black College and University introduced "serious gaming" technology into a Community Health Nursing course by using two web-based gamed simulations, Outbreak at WatersEdge: A Public Health Discovery Game, and EnviroRisk.
Journal Article
Game-based versus traditional case-based learning: Comparing effectiveness in stroke continuing medical education
Deanna Telner,Maja Bujas-Bobanovic,David Chan,Bob Chester,Bernard Marlow,James Meuser,Arthur I. Rothman,Bart J. Harvey +7 more
TL;DR: Games provide a novel way of organizing CME events that might provide more group interaction and discussion, as well as improve recruitment to CMEEvents, and provide a forum for interdisciplinary CME.
References
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Book
Problem-based learning : an approach to medical education
Howard S. Barrows,Robyn Tamblyn +1 more
TL;DR: This book presents the scientific basis of problem-based learning and goes on to describe the approaches to problem- based medical learning that have been developed over the years at McMaster University, largely by Barrows and Tamblyn.
Journal ArticleDOI
Let the Games Begin
Kathaleen C. Bloom,Lucy B. Trice +1 more
TL;DR: The final decision on the spectrum auction confirms that it will set aside 60Mhz of spectrum at a discounted S$35m for a fourth telco, and will impose a pre-qualification requirement and a performance bond within expectations.
Journal ArticleDOI
Preparing teachers for the performance and evaluation of gaming-simulation in experiential learning climates.
Paul Barber,Ian Norman +1 more
TL;DR: It is suggested that personal and interpersonal sensitivity, plus the ability to meaningfully facilitate groupwork are necessary prerequisites for effective gaming-simulation and its qualitative evaluation.
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