Student nurses' experience using a serious game to learn environmental hazard and safety assessment
Autor: | Karen-Ann Clarke, Patrea Andersen, Suzanne Volejnikova-Wenger |
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Rok vydání: | 2020 |
Předmět: |
media_common.quotation_subject
Nurses Education 03 medical and health sciences 0302 clinical medicine Perception Health care Humans Learning 030212 general & internal medicine General Nursing Problem Solving media_common Medical education 030504 nursing Interpretative phenomenological analysis business.industry Hazard Knowledge acquisition Popularity Video Games Health education Students Nursing 0305 other medical science business Psychology Qualitative research |
Zdroj: | Nurse education today. 98 |
ISSN: | 1532-2793 |
Popis: | Knowledge acquisition facilitated by computer games, also referred to as digital game-based learning, is growing in popularity as an educational modality for healthcare disciplines. There is a dearth of research specifically focused on students' perception and lived experience of a serious game, which is a game primarily designed for educational purposes. This qualitative study aimed to evaluate the efficacy of using a serious game to teach hazard and safety assessments in community and residential healthcare settings. Using a phenomenological approach semi-structured interviews collected data about students' experience using the game 'Safe Environments'. Eight students from undergraduate healthcare programs participated. Interpretive Phenomenological Analysis was conducted. Themes and sub-themes identified nuances explaining the impact of prior knowledge, technical ability, and engagement on achievement of learning outcomes. The dynamic interrelationship and influence of themes are illustrated in the KNavEL Model, which explains the complexity of individuals' understanding and perceptions of learning through gaming. This study demonstrates that learning outcomes are directly influenced by the degree of engagement with the game. This in turn is influenced by what the student brings to the game by way of knowledge, experience navigating technology, and the subject matter. The results give voice to students' experiences and provide new insights into understanding the learning processes inherent in using serious games in health education. |
Databáze: | OpenAIRE |
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