Table of Contents Gaming 3
Overview of the Strategy 3
Theoretical Foundation 3
Research Evidence Related to the Strategy 4
Implementing the Strategy in Class 4
Plan for Evaluating Effectiveness 5
References 7 Gaming
Overview of the Strategy
Gaming is an active teaching strategy allowing a group of learners to participate in a content-based activity that has a clear set of rules, provides instant feedback, and promotes the spirit of competition (Fitzgerald & Keyes, 2019). It is widely accepted that most nursing students are kinesthetic learners and prefer to learn “by doing” (Fitzgerald & Keyes, 2019). In rather sharp contrast, traditional nursing education models have followed a rigidly structured modality, with didactic content delivered
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However, multiple sources report the positive effects of gaming in nursing education. Boctor (2013) found that students cited gaming as helpful and useful for bolstering material they had already learned, helping them learn brand-new information, and enforcing the fundamentals of nursing information. They also reported an increase in their self-confidence about being tested on the material (Boctor, 2013). Strickland and Kaylor (2016), reported gaming as an effective and collaborative strategy that stimulates the cognitive and affective domains by improving knowledge retention in an enjoyable and energized …show more content…
Bruce Whitehall’s Game Evaluation Sheet can be used to rate games (Fitzgerald & Keyes, 2019). In a randomized controlled trial of 103 second-year undergraduate nursing students, Tan et al (2017) found that the serious game intervention improved the students' confidence and knowledge level of the blood transfusion material, but no statistically significant improvement in performance of the skill tested. Bliemel and Ali-Hassan (2014) concluded that game-based simulations can be used to apply complex concepts in a powerful way but recommend further studies to explore the impact of gaming in a learning environment. In a review of literature related to gaming in nursing education, Pront, Mueller, Koschade, and Hutton (2018) established that while additional research is needed, evidence exists that suggests gaming in nursing education produces positive outcomes which are both effective(valid)and repeatable
It has been argued that the shift towards patient-conscious medical aid is necessary and that simulation in its widest sense can be used to support this process. However, sensitivity to what we are simulating is essential, especially when simulations purport to address patient perspectives. The essay first reviews the history of medical education "centeredness," then outlines ways in which real and simulated patients are currently involved in medical education. Patient-focused simulation is described as a means of offering patients' perspectives during the acquisition of clinical procedural and surgical skills. The authors draw on their experiences of developing Patient-focused simulation and preliminary work to "authenticate" simulations from patient perspectives.
Nursing is a most trusted and gratifying profession. As a nurse educator, I will express my passion for teaching by incorporating features such as clinical assessments, practical application of theory, evaluation, and role modeling into advanced nursing practice, from previous experiences and current experience and clinical practicum to find success and gratification in students chosen profession as well empowering leaners to develop their own strengths, beliefs, and personal attributes to become a good professional. Personally, I do have a positive attitude towards the personal and professional growth, and value ongoing learning and will stive to instill the same into my students learnig journey .. My objective as a Nurse Educator
In the article Dream Machines, Will Wright tries to persuade his audience to understand that video games have positive effects on the players, such as creativity, community, self-esteem, and problem solving. Wright gives many great reasons and evidence throughout his article supporting his claim. Wright shows an example and reasoning of how games help with problem-solving skills.
What does nursing mean to me? Nursing means helping people heal, meeting their needs while they are in your care, listening to concerns, protecting them from harm, and educating them how to care for themselves while treating them with dignity, compassion and respect and giving of yourself to the care of people and community. It is having compassion for people and their health and being a humanitarian, making sure they receive the best care possible. Nurses must also treat families of patients with kindness, realizing they are going through a stressful situation also. Nursing is a responsibility to provide the best care regardless of the patient’s age, race, religion, sex, disability, ethnicity, sexual orientation, or their past.
I was fortunate to be able to observe academic education of nursing students at DeSales University. This education was held in a classroom setting on Mondays and Wednesdays. My observation time was 16 hours in which I observed Alyssa Robertson prepare for class, prepare exams, give lectures, provide hands on education, assist students in learning, and provide support to students. I also observed many student interactions and learning techniques. The learners were NU 220 Pharmacology and NU 230 Therapeutic Nursing Interventions students.
As mentioned before, an increase of technology use is a major influence on nursing, the introduction of evidence-based practice in the professional field and in the educational environment plays a role in a nurse’s everyday life. Also, there are the changes in society itself that benefit the nursing profession. For example, the breaking of stereotypical gender roles in society results in male nurses
Developing collaborative student relationships fosters a sense of mutual trust and respect. Gaining every student’s trust enhances the learning relationship and is reflective of my commitment to caring and my dedication to student success to achieve their goals. When it comes to classroom instruction, I feel that how I teach is equally as important as what I teach. I integrate current evidence based practice in all course content. I feel it is important to include new innovations and applications not only within nursing but within related and supporting disciplines.
The method of gaming was implemented into the project because evidence-based- practice literature supports it as a dynamic learning process to improve students learning and enhance test scores. According to Robinson (2014), stipulates using gaming in the classroom rather than question and answer is productive for students. Furthermore, gaming enhances students test score and engagement. Students will be evaluated by providing five gaming questions on catheter insertion, removal, and care.
Since the spread of formal schooling and education in human societies, fostering cognitive abilities, such as understanding, reasoning, critical thinking, creativity, problem-solving and judgment has been highlighted [1]. Problem-solving is an essential skill in today’s life [2]. Problem-solving is a goal-directed thinking [3]. It is a mental process, some logical, orderly, intellectual thinking that helps cope with problems, search several solutions and choose the best solution [4]. According to Moshirabadi, problem-solving is a systematic process and a problem-focused situation analysis that indicates the ability of individuals to overcome obstacles and to achieve goals.
In addition, the structure of today 's video games requires certain types of learning that are very helpful to students, specifically computer skills. This proves, that kids are gaining new knowledge from these games. They also improve hand-eye coordination, and raises players’ self-esteem. The article (Wiley 2016) Science Daily states, “Gaming use was associated with better function in brain circuits critical for learning based on the acquisition of new skills through practice.”
But today researchers are finding that video games can actually change us for the better and improve both our mind and body. Which is why today I am going to persuade you that video games are beneficial not just a waste of time. In this speech I will be talking about the benefits of video games on us and why it makes our life better by explaining:
Studies have shown that video games actually help students become social. “70% of all gamers play with someone else on the internet. ”(Devnath). In addition to, children and/or adults who have stress may not have a productive outlet to help them become stress-free, but it has been proven that video games help relieve stress.
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
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.
The motivational psychology researchers discovered several useful approaches and practices that can be implemented in the classroom for effective learning to take place (Miller, 2012). Teachers are using differentiation to support teaching and learning. Differentiation can vary in pace, activities, resources, teaching and learning styles in an attempt to best meet the needs of individual student. Various teaching strategies such as cooperative learning, active learning, role play and games and pedagogic tools are being integrated in educational theories in meaningful and useful ways to encourage task or learning achievements.