Literature DB >> 23969743

Enhancing learning: A comparison of lecture and gaming outcomes.

Mary Gipson1, Mary Bear.   

Abstract

Contrary to what we anticipated, our outcomes indicated that learning and satisfaction with learning were no different between the traditional lecture group and the educational gaming group. Learners in the gaming group scored on the examination just as well as, but no higher than, did those in the lecture group. Similarly, students in the gaming group were just as, but no more, satisfied with their learning than were students in the lecture group. Of note, both teaching/learning strategies were shown to be effective for learning with students earning a B average on the examination. Likewise, students in both groups were very satisfied with their respective teaching/learning strategies. Given that our assessment did not support gaming as a superior teaching/learning strategy over lecture, what remains now is the need for a longitudinal study to determine if there are differences in long-term learning. As we implement creative methods of instruction, it is also important to test their effectiveness to ensure that the teaching-learning process is evidence based.

Mesh:

Year:  2013        PMID: 23969743     DOI: 10.1097/NNE.0b013e3182a0e540

Source DB:  PubMed          Journal:  Nurse Educ        ISSN: 0363-3624            Impact factor:   2.082


  1 in total

1.  Mapping of the biomedical literature evaluation competencies based on pharmacy students' feedback.

Authors:  Soumana C Nasser; Aline Hanna Saad; Lamis R Karaoui
Journal:  BMC Med Educ       Date:  2016-02-12       Impact factor: 2.463

  1 in total

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