This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's thinking-in-action and novice-to-expert frameworks, and introduces current theories supporting the phenomenon of the created learning environment.
Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device.
Key Features: - Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators
- Prepares teachers for the paradigm shift from static e-learning to dynamic distance experiential learning in virtual and game-based environments
- Illustrates how to integrate game-based learning into existing curricula
- Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education
cs.nurse.nursedu
Contributors |
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ix | |
Foreword |
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xi | |
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Preface |
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xiii | |
Acknowledgments |
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xvii | |
I Language And Theory For Virtual And Game-Based Learning In Nursing And Healthcare |
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1 Evolving Field of Virtual Environments and Game-Based Learning in Nursing |
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3 | (22) |
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2 Digital and Multimedia Literacy: Understanding the Language for Game-Based Learning |
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25 | (22) |
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3 Virtual Learning Spaces: Using New and Emerging Game-Based Learning Theories for Nursing Clinical Skills Development |
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47 | (30) |
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II Using Technology And Game-Based Learning In Your Curriculum And In Your "Classroom" |
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4 Preparing Faculty and Students for Game-Based and Virtual Learning Spaces |
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77 | (22) |
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5 Using Virtual and Game-Based Learning to Prepare for Actual Practice |
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99 | (28) |
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6 Fitting Virtual Reality and Game-Based Learning Into an Existing Curriculum |
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127 | (20) |
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7 Striving for Cultural Competency by Leveraging Virtual Reality and Game-Based Learning |
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147 | (32) |
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III Evaluation |
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8 Assessing and Evaluating Learning and Teaching Effectiveness: Games, Sims, and Starcraft 2 |
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179 | (26) |
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9 Seeking Research Opportunities in Virtual and Game-Based Environments |
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205 | (26) |
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Appendix of Resources/Products |
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231 | (18) |
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Glossary |
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249 | (10) |
Index |
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259 | |
Eric Bauman, PhD, RN, is Faculty Associate at the University of Wisconsin at Madison, where he teaches Crisis Management and Resuscitation, Required Clerkship in Anesthesiology in the Department of Anesthesiology and Educational Leadership and Facilitating Learning for Adults in the School of Nursing. He has presented widely on Games-based Teaching and Learning and Simulation. Dr. Bauman is an Editorial Reviewer or Consultant for STTI and Teaching and Learning in 3D Immersive Worlds and a contributing editor for MedEdWorld. He is a consultant in Emergency Services, Health Sciences Education, Game and Simulation-Based Learning (Madison, WI), Instructor/Training Center Faculty (Emergency Education Center, University of Wisconsin Hospital/Clinics), and a paramedic/firefighter. He has received several funded grants, including a GE Healthcare grant for Evaluation of Navigator Therapy in a simulator environment. Dr. Bauman's publications include two journal articles, two book chapters, and six abstracts. He has received many honors, including Award of Gratitude, University of Wisconsin-Madison School of Nursing, and was a nominee for Dean's Teaching Award, University of Wisconsin School of Medicine and Public Health.