Literature DB >> 26665503

Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.

Crystal Day-Black, Earline B Merrill, Lois Konzelman, Tammie T Williams, Natalie Hart.   

Abstract

Serious games have "re-emerged" as innovative teaching-learning strategies that researchers have shown to be effective in improving student learning outcomes. "Serious games" refer to games that are driven by educational goals, not entertainment. The use of serious games as part of the teaching-learning experience in nursing education fits into the philosophy and strategies of active learning. The "digital" nursing student needs engagement, stimulation, realism, and entertainment not more readings and Powerpoint supplements in the classroom to support learning. 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. This innovation proved to be effective in reinforcing learning and improving student learning outcomes.

Mesh:

Year:  2015        PMID: 26665503

Source DB:  PubMed          Journal:  ABNF J        ISSN: 1046-7041


  8 in total

1.  Educational Analytics: A New Frontier for Gamification?

Authors:  Cathy C Roche; Nancy P Wingo; Andrew O Westfall; Andres Azuero; Donald M Dempsey; James H Willig
Journal:  Comput Inform Nurs       Date:  2018-09       Impact factor: 1.985

2.  Emergency and critical care professionals' opinion on escape room as a health sciences evaluation game: A cross-sectional descriptive study.

Authors:  Jose L Gómez-Urquiza; Iván Requena-Palomares; Esther Gorjón-Peramato; Juan Gómez-Salgado; Guillermo A Cañadas-De la Fuente; Luis Albendín-García
Journal:  Medicine (Baltimore)       Date:  2022-06-24       Impact factor: 1.817

3.  Interactive Crossword Puzzles as an Adjunct Tool in Teaching Undergraduate Dental Students.

Authors:  Abubaker Qutieshat; Nutayla Al-Harthy; Gurdeep Singh; Viresh Chopra; Rayhana Aouididi; Rayan Arfaoui; Sapna Dileesh; Ahmed Alsadoon; Omaima Al-Nadhiri; Shima Al-Busaidi; Sumaiya Al-Rashdi; Mohammad S Alrashdan
Journal:  Int J Dent       Date:  2022-05-23

4.  Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology.

Authors:  Crislaine Pires Padilha Paim; Silvia Goldmeier
Journal:  JMIR Serious Games       Date:  2017-01-10       Impact factor: 4.143

5.  Mental health service users' and professionals' relationship with games and gaming.

Authors:  Hanna Hopia; Marko Siitonen; Katja Raitio
Journal:  Digit Health       Date:  2018-06-05

6.  Factors Influencing Technology Integration in the Curriculum for Taiwanese Health Profession Educators: A Mixed-Methods Study.

Authors:  Hsiao-Jung Chen; Li-Ling Liao; Yu-Che Chang; Chung-Chih Hung; Li-Chun Chang
Journal:  Int J Environ Res Public Health       Date:  2019-07-22       Impact factor: 3.390

7.  Education First: Promoting LGBT+ Friendly Healthcare with a Competency-Based Course and Game-Based Teaching.

Authors:  Hsing-Chen Yang
Journal:  Int J Environ Res Public Health       Date:  2019-12-22       Impact factor: 3.390

8.  Nursing students' experience using an escape room for training clinical skills and competencies on emergency care: A qualitative observational study.

Authors:  José Luis Gómez-Urquiza; César Hueso-Montoro; María Correa-Rodríguez; Nora Suleiman-Martos; María Begoña Martos-Cabrera; Juan Gómez-Salgado; Luis Albendín-García
Journal:  Medicine (Baltimore)       Date:  2022-07-29       Impact factor: 1.817

  8 in total

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