Literature DB >> 20487322

Use of educational games in the health professions: a mixed-methods study of educators' perspectives in the UK.

Gillian Blakely1, Heather Skirton, Simon Cooper, Peter Allum, Pam Nelmes.   

Abstract

Educational games have been shown to be effective in supporting learning, especially to reinforce knowledge, and students are generally positive about the use of games. The aim of this mixed-methods study that was conducted in the UK was to explore educators' views towards the use of educational games in the health sciences. The data were collected via semistructured interviews with 13 health educators and an online survey that was completed by 97 health educators. Three factors influence the use of classroom games: reflective practice, the impact of games on students, and the impact of logistical factors. Educators assess their own performance and the impact of the games on students when planning their use; however, large classes and the need for preparation time have a negative impact on educators' willingness to use games. Similar constraints might restrict the use of active learning strategies, such as simulation, that are crucial for enabling health professionals to develop competence. These issues require consideration when planning educational methods.

Mesh:

Year:  2010        PMID: 20487322     DOI: 10.1111/j.1442-2018.2009.00479.x

Source DB:  PubMed          Journal:  Nurs Health Sci        ISSN: 1441-0745            Impact factor:   1.857


  9 in total

Review 1.  Educational Games as a Teaching Tool in Pharmacy Curriculum.

Authors:  Mona Hassan Aburahma; Heba Moustafa Mohamed
Journal:  Am J Pharm Educ       Date:  2015-05-25       Impact factor: 2.047

2.  Pharmacy students experience with PharmacyPhlash - a pilot educational board game.

Authors:  Varsha Bangalee; Frasia Oosthuizen; Velisha Ann Perumal-Pillay; Fatima Suleman; Fiona Walters
Journal:  Curr Pharm Teach Learn       Date:  2020-10-29

3.  Effectiveness of the game-based learning over traditional teaching-learning strategy to instruct pharmacology for Phase II medical students.

Authors:  Anupama M Gudadappanavar; Jyoti M Benni; Shivalingappa B Javali
Journal:  J Educ Health Promot       Date:  2021-03-31

4.  The Effectiveness of an Educational Game for Teaching Optometry Students Basic and Applied Science.

Authors:  Richard Trevino; Carolyn Majcher; Jeff Rabin; Theresa Kent; Yutaka Maki; Timothy Wingert
Journal:  PLoS One       Date:  2016-05-27       Impact factor: 3.240

5.  Digital games in medical education: Key terms, concepts, and definitions.

Authors:  Shoaleh Bigdeli; David Kaufman
Journal:  Med J Islam Repub Iran       Date:  2017-09-02

6.  An educational board game for learning and teaching burn care: A preliminary evaluation.

Authors:  Alexander M Whittam; Whitney Chow
Journal:  Scars Burn Heal       Date:  2017-01-31

Review 7.  Digital games in health professions education: Advantages, disadvantages, and game engagement factors.

Authors:  Shoaleh Bigdeli; David Kaufman
Journal:  Med J Islam Repub Iran       Date:  2017-12-22

8.  Evaluation of a 'serious game' on nursing student knowledge and uptake of influenza vaccination.

Authors:  Gary Mitchell; Laurence Leonard; Gillian Carter; Olinda Santin; Christine Brown Wilson
Journal:  PLoS One       Date:  2021-01-14       Impact factor: 3.240

9.  Effectiveness of a strategy that uses educational games to implement clinical practice guidelines among Spanish residents of family and community medicine (e-EDUCAGUIA project): a clinical trial by clusters.

Authors:  Isabel Del Cura-González; Juan A López-Rodríguez; Teresa Sanz-Cuesta; Ricardo Rodríguez-Barrientos; Jesús Martín-Fernández; Gloria Ariza-Cardiel; Elena Polentinos-Castro; Begoña Román-Crespo; Esperanza Escortell-Mayor; Milagros Rico-Blázquez; Virginia Hernández-Santiago; Amaya Azcoaga-Lorenzo; Elena Ojeda-Ruiz; Ana I González-González; José F Ávila-Tomas; Jaime Barrio-Cortés; José M Molero-García; Raul Ferrer-Peña; María Eugenia Tello-Bernabé; Mar Trujillo-Martín
Journal:  Implement Sci       Date:  2016-05-17       Impact factor: 7.327

  9 in total

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