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Game-based teaching and simulation in nursing and healthcare [E-Book]

Contributor(s): Publisher: New York : Springer Publishing Company, [2013]Description: 1 online resource (xvii, 265 pages) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780826109705
  • 0826109705
Subject(s): NLM classification:
  • WY 18
Online resources:
Contents:
Evolving field of virtual environments and game-based learning in nursing / Eric B. Bauman and Moses Wolfenstein -- Digital and multi-media literacy, understanding the language for game-based learning / Eric B. Bauman and Allan Barclay -- Virtual learning spaces : using new and emerging game-based learning theories for nursing clinical skills development / Ben DeVane and Eric B. Bauman -- Preparing faculty and students for game-based and virtual learning spaces / Eric B. Bauman -- Using virtual and game-based learning to prepare for actual practice / Eric B. Bauman and Moses Wolfenstein -- Fitting virtual reality and game-based learning into an existing curriculum / Penny Ralston-Berg and Miguel Lara -- Striving for cultural competency by leveraging virtual reality and game-based learning psychotherapist / Renee Pyburn and Eric B. Bauman -- Assessing and evaluating learning and teaching effectiveness : games, sims and starcraft II / Matt Gaydos and Eric B. Bauman -- Seeking research opportunities in virtual and game-based environments / Eric B. Bauman, Pamela Kato, and Miguel Lara.
Summary: This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods that are useful in nursing and clinical health sciences education. It is designed to bridge the hap between the real-life experiences of seasoned professionals and the specific embodied experiences that can be created for novices. 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 that 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 applications of harnessing technology as a teaching and learning device
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Electronic book Stenhouse Library Link to resource Available

Print version record.

Includes bibliographical references and index.

Evolving field of virtual environments and game-based learning in nursing / Eric B. Bauman and Moses Wolfenstein -- Digital and multi-media literacy, understanding the language for game-based learning / Eric B. Bauman and Allan Barclay -- Virtual learning spaces : using new and emerging game-based learning theories for nursing clinical skills development / Ben DeVane and Eric B. Bauman -- Preparing faculty and students for game-based and virtual learning spaces / Eric B. Bauman -- Using virtual and game-based learning to prepare for actual practice / Eric B. Bauman and Moses Wolfenstein -- Fitting virtual reality and game-based learning into an existing curriculum / Penny Ralston-Berg and Miguel Lara -- Striving for cultural competency by leveraging virtual reality and game-based learning psychotherapist / Renee Pyburn and Eric B. Bauman -- Assessing and evaluating learning and teaching effectiveness : games, sims and starcraft II / Matt Gaydos and Eric B. Bauman -- Seeking research opportunities in virtual and game-based environments / Eric B. Bauman, Pamela Kato, and Miguel Lara.

This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods that are useful in nursing and clinical health sciences education. It is designed to bridge the hap between the real-life experiences of seasoned professionals and the specific embodied experiences that can be created for novices. 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 that 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 applications of harnessing technology as a teaching and learning device

English.

WorldCat record variable field(s) change: 650

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