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      • Gaming can be an effective active teaching strategy for nursing students. Using gaming, research has shown that nursing students can develop deeper learning of the content. Stress levels are subdued, critical thinking is promoted, nursing students become motivated, and enjoy participation in a nonthreatening environment.
      www.sciencedirect.com/science/article/pii/S1557308719302185
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  2. Jan 1, 2020 · Gaming enhances and engages the process of active learning that provides more interaction in the classroom, effective retention of knowledge, and often stimulates the nursing student to think through problem-based learning and the development of critical thinking (Johnsen et al., 2018).

  3. Jan 1, 2024 · The Serious Game is conducted in three stages: before, during and after transfusion. Knowledge and problem-solving skills are tested. To describe the development and evaluation of a Serious Game to improve nursing students' knowledge, confidence, and performance in blood transfusion.

  4. Oct 1, 2022 · This approach, known as Gymkhana Room for Education and Evaluation in Nursing Studies (GREENS), uses game elements to improve student participation and reduce assessment-related anxiety (Jiménez-Rodríguez et al., 2020).

  5. Jun 17, 2020 · Games have the potential to prepare new nurses for improved clinical decision making. More robust research methodologies are needed to confirm best practices for educators....

  6. Despite the paucity of games available and the methodological limitations identified, findings provide evidence to support the potential effectiveness of videogames as a learning resource in nursing education.

    • Leeanne Pront, Amanda Müller, Adam Koschade, Alison Hutton
    • 2017
  7. Feb 1, 2021 · Gamification promotes learner engagement, critical thinking, and enjoyment. Methods: A quasi-experimental study design with a 230-person convenience sample compared the knowledge acquisition of nurses before and after new hire orientation and basic electrocardiogram course.

  8. Feb 26, 2021 · The objective of this literature review and evaluation project was to determine what evidence exists on the use of interactive digital learning and gamification for adult learners in nursing,...

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