"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." Score: 98, 5 Stars.--Doody's Medical Reviews
"Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book."
Kurt Squire, PhD
Associate Professor
Games+Learning+Society [GLS]
School of Education
University Of Wisconsin - Madison
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 also 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
Autorentext
Eric B. Bauman, PhD, RN, is Associate Director for the Simulation Centers of Excellence at DeVry University.
Inhalt
"
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 ìCLASSROOMî
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
"