In this peered reviewed article, Blake and Goodman strategies to teach nursing students’ computer games that are interesting and will have a positive outcome. In a classroom, setting different computer games are used depending on the amount of students’ and group sizes. The games reduce anxiety, assist the student in retaining the information, increase class participation and assist in the ability to use the computers. This article also explains the various games played, and how to play the games.
While assessing the weakness of the games, introduction to the games will be determined to the classroom by the time allotted to each class. Depending on the size of the class, will all the students have a reasonable chance to have a turn at the
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The article also was informative to the reasons why the games should be played. The application of the listed games in this article can be and has been used in the classroom settings. As written, the evaluation of the games proven the benefits outweighed the deficits of the games. The various content of information presented in the article was, CVA, Cranial Nerve Assessment, Growth and Development, Fluid and Electrolytes, and Nutrition, The games listed were Tic Tac Toe, Wheel of Fortune, Concentration, and Jeopardy. The expectations of the games from both educator and student are to aid in learning and retaining information. If the students remain interested and the students give positive feedback on the games, being played the ultimate goal of learning will be …show more content…
This would include using the mobile devices for evidence-base practice and place in into effect. This strategic educational game has assisted the nursing students to understand nursing research and decrease their level of fear of research. The experiments was conducted with cookies and nursing students.
The limitations presented in the study were, the small sample size, lack of randomizing partakers in the studies. The actual researchers that executed the study were not familiar with the research. However, the article did express the positive feedback and the necessity of the great American cookie experiment to nursing education. The great American cookie experiment can be used not only with the taste testing of cookies; it was also used with estimation of percentage volume of liquids covering a surface.
This experiment was shown to be a positive learning tool that is used in nursing classrooms today. The research that was performed with different levels of nursing students and expectations of nursing master students, including this into their teaching plan was
Baek, Y. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. Cyberpsychology & behavior: The impact of the internet, multimedia and virtual reality on behavior and society, 11(6), 665-71.
A game can be described as a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Card presents games in this novel for both
For many years it was thought that video games have bad impact on students and their learning. This article is proving that video games actually helping students to learn, by providing them games that are fun and actually teaches them something. Now kids can learn in their homes as well because they have access to their learning material anywhere at anytime. It also helps them to learn better because now they have to learn something before moving to the next section, unlike how school systems work. “Is Homework Beneficial to Students?”.
In the following paragraphs, the grand theory of Jean Watson will be explored for its usefulness in practice. We will explore how the theory is congruent with current nursing standards and nursing interventions. Next, we will study if her theory has been tested empirically, if it is supported by research and if it is accurate. We will explore if there is evidence that her theory has been used by nursing educators, researchers, and nursing administrators. Then we will study how her theory is relevant socially and cross-culturally.
Computer games were developed by a group of professionals and these games are used to increase students’ interest in studying health-related courses. The study attempts to investigate the influence of the game-based learning approach on nutrition cognition, improving nutrition attitudes and building the food and drink habits of third graders via computer games provided. I liked this study because it shows a slightly different view of game-based learning and how you can use it for more than just math or
Nursing research is providing evidence used to support nursing practices, generate new knowledge, and promote evidenced-based nursing practice, ensure credibility of nursing profession, provide accountability for nursing practice and document effectiveness of nursing care. Nursing research also focuses on the understanding and relieving of the symptoms
A reflection of the research conference Attending the conference enlightened my view about using technology in nursing. Although I do not advocate for using technology heavily in classrooms, I went to the conference with an open mind and the possibilities discussed were enormous. There were three presentations by Molloy faculty and all three dealt with a different concept that is influenced by technology. From Dr. Pemberton’s presentation, I learned about the Health Guardian for Longevity program, which utilizes interactive, technological tools to assess, collect data and treat patients.
Nursing profession is a practice that utilizes findings based on facts and/or evidence. In that, research plays a vital role in building a strong foundation to support the knowledge of nursing. In the profession of nursing field, research and/or evidence provides rationalized, cost-effective, and quality care interventions through validation (Barbara & Susan, 2014). It also assists with existing knowledge in creation of new ideas and innovations. Decisions are made based on research results.
In school, lectures to young students can be very boring and cause them to get side track and not pay attention which could be harmful to their grade, but what if you put the teaching into a video game? It is almost sure that a young student would sit and pay attention as he or she plays the game to finish the level, but in the end actually learn something. On another aspect, Sohn also has another quote from Gee exclaiming, “Kids diagnosed with ADHD because they can 't pay attention will play games for 9 straight hours on the computer . . . The game focuses attention in a way that school
Student work in small groups of four for the psychomotor skill component and feedback was provided to students by student nurse educators on the spot while performing the procedure. Finally, a five questions gaming was provided to measure student’s cognitive retention of the material discussed and the skill gain. The students worked in collaboratively in groups of four to complete the post-quiz and were given feedback on their strengths and weaknesses. The students score higher than 90% on the post-quiz and verbalize collaborative academia learning milieu was permeated with rich intellectual opportunities needed to demonstrate clinical skills and competencies successfully and to further advance their wisdom on catheter insertion and removal. Hence, as a student nurse educator, I feel privileged to contribute to this project and to have made an impact in the lives of students.
Many researchers have attempted to make cases of using games as assessment tools, with the intent to provide an alternative assessment by offering the critique of existing traditional assessment practice. In this section, I will review some of examples of using games as assessment contexts and examine how they utilize a game as an assessment context. CRESS UCLA (http://cresst.org/games-simulations/): National Center for Research on Evaluation, Standards, and Student Testing (CRESS) at UCLA has developed a variety of games for assessment that measure and analyze various scope of learning processes and outcomes, including problem-solving, cognitive skills, and mastery of content (e.g., math, science, etc.) that is aligned with the common core state standards.
In the view of education academics, video games may play an essential role in boosting the performance in particular subjects and the development of varying of skill [3]. While acknowledging that engaging in video games may cause a negative mental effect on the secondary school students, this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve social behavior and increase academic behaviour and performance. The argument that scholars question that video games may cause negative effects on
One reason why gaming should be introduced to the school system is this: it will improve students' performance. Studies have shown that gaming improves problem-solving skills and enhances memory and attention. This will help students focus in classes and optimise their performance. One of the problems students often have is focusing on the material presented in class, so they learn less than they would with better focus. If students can game, more of their attention will go to the teacher.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
Mido Chang, part of the Department of Leadership & Professional Studies at Florida International University, and his colleagues believe that the use of a learning game can enhance a student learning with numeracy and fractions (Chang et al. 45). In Chang’s study, 306 students, from sixth grade to eighth grade, from two schools in rural southwest Virginia participated in the study. The concept behind this is the