Game-Based Teaching and Simulation in Nursing and Healthcare
- © Springer Publishing Company, LLC
- Eric B. Bauman PhD, RN
- ISBN-10: 0-8261-0969-1 / ISBN-13: 978-0-8261-0969-9
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.
- • 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
Quotes, Reviews or Testimonials
"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. "
-- Viki Hedderick, DEd, MSN, BSN (Edinboro University of Pennsylvania) Doody's Review
"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
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.