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.