Learning outcomes in a simulation game for associate degree nursing students.

Clark-C
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引用次数: 1

Abstract

Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported. The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested. Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.

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护理专科学生模拟游戏的学习成果。
本文报道了一种行为目标与游戏玩法之间具有一对一对应关系的模拟游戏的学习结果。行为目标是专科护生学习精神病学心理健康护理的核心概念。使用模拟游戏方法的决定源于社区大学护理计划固有的困难,以及对自我节奏,高效,以学习者为中心的学习和评估工具的需求。在对游戏进行试验和修改后,对一些研究假设进行了测试。研究发现,模拟游戏是一种有效的学习模式,当老师的学生比当老师的学生学得更多。建议进一步研究不同的护理人群,增加对照组,测试玩游戏的远程学习效果,减少实验者偏见,研究学习转移到实际护理病人情况和对精神病人态度的变化,以及开发更多的模拟护理教育游戏。
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