Game-Based Teaching and Simulation in Nursing and Health Care

Overview

"

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 ...

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Game-Based Teaching and Simulation in Nursing and Health Care

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Overview

"

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

"

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Editorial Reviews

Doody's Review Service
Reviewer: Viki Hedderick, DEd, MSN, BSN (Edinboro University of Pennsylvania)
Description: This book is the total package, moving from an introduction, a history and theory of gaming and simulation through options for implementation and program evaluation. The variety of applications for gaming and simulation are supported by multiple examples and description of programs currently using them in the educational setting.
Purpose: The purpose is to present an introduction to digital literacy and technology and to provide guidance on its use in various clinical and nursing genres. The objectives are certainly met. Educators reading this book will gain an understanding of why it is important to meet the digital natives on their turf. In addition, readers will acquire the tools to design the correct balance of gaming and simulation for their curricula and implement and evaluate this enhancement.
Audience: The intended audience is educators, administrators, and scholars who embrace new teaching strategies. The book is constructed to address the unique concerns/issues of these roles. It is apparent that the author is an expert in the field of gaming and simulation from the way he is able to eloquently express all of the relevant topics.
Features: This book enables all readers, regardless of initial knowledge level, to come away with a firm grasp of the concepts and provides direction for implementing gaming and simulation into current curricula or enhancing it. Educators love extensive and relevant references, and they are abundant in this book. An appendix lists current resources and products and provides brief descriptions of the products and electronic contact information, a major time saver.
Assessment: This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation.
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Product Details

  • ISBN-13: 9780826109699
  • Publisher: Springer Publishing Company, Incorporated
  • Publication date: 7/27/2012
  • Pages: 288
  • Sales rank: 1,380,412
  • Product dimensions: 5.90 (w) x 8.90 (h) x 0.80 (d)

Meet the Author

Eric B. Bauman, PhD, RN, is Associate Director for the Simulation Centers of Excellence at DeVry University. Previously, he was Faculty Associate at the University of Wisconsin at Madison, where he taught Crisis Management and Resuscitation, Required Clerkship in Anesthesiology and Educational Leadership and Facilitating Learning for Adults. He also provided instruction and curricula for several nursing and other clinical departments at University of Wisconsin Hospital and Clinics. He has presented widely on Games-based Teaching and Learning and Simulation. Dr. Bauman is currently serving as an abstract and grant reviewer for STTI and was a contributing editor for text Teaching and Learning in 3D Immersive Worlds. He is also a contributing editor for MedEdWorld. Dr. Bauman is the managing member of Clinical Playground, LLC a company focused on Game

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Table of Contents

Part I -Language and theory for virtual and game-based Learning in Nursing and Healthcare

Ch 1. Evolving field of virtual environments and game-based learning in Nursing

Ch 2. Digital and multi-media literacy, understanding the language for game-based learning

Ch 3 Virtual Learning Spaces: Using New and Emerging Game-Based Learning Theories for Nursing Clinical Skills Development

Contributors

Foreword

Preface

Acknowledgments

I LANGUAGE AND THEORY FOR VIRTUAL AND GAME-BASED LEARNING IN NURSING AND HEALTHCARE

1 Evolving Field of Virtual Environments and Game-Based Learning

in Nursing

2 Digital and Multimedia Literacy: Understanding the Language for

Game-Based Learning

3 Virtual Learning Spaces: Using New and Emerging Game-Based

Learning Theories for Nursing Clinical Skills Development

II USING TECHNOLOGY AND GAME-BASED LEARNING IN YOUR CURRICULUM AND IN YOUR "CLASSROOM"

4 Preparing Faculty and Students for Game-Based and Virtual

Learning Spaces

5 Using Virtual and Game-Based Learning to Prepare for Actual Practice

6 Fitting Virtual Reality and Game-Based Learning Into an

Existing Curriculum

7 Striving for Cultural Competency by Leveraging Virtual Reality and

Game-Based Learning

III EVALUATION

8 Assessing and Evaluating Learning and Teaching Effectiveness: Games, Sims,and Starcraft 2

9 Seeking Research Opportunities in Virtual and

Game-Based Environments

Appendix of Resources/Products

Glossary

Index

Part II -Using Technology and Game-Based Learning in your curriculum and in your "classroom"

Ch 4 Preparing faculty and students for game-based and virtual learning spaces.

Ch 5 Using virtual and game-based learning to prepare for actual practice.

Ch 6 Fitting virtual reality and game-based learning into an Existing Curriculum.

Ch 7 Striving for cultural competency by leveraging virtual reality and game-based learning

Part III Evaluation

Ch 8 Assessing and Evaluating Learning and Teaching Effectiveness: Games, Sims, and Starcraft II

Ch 9 Seeking research opportunities in virtual and game-based environments

Appendix of Resources/Products

Glossary of terms

Index

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