Page 327 - International Perspectives on Effective Teaching and Learning in Digital Education
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Serious Digital Game-Based Learning in Nursing Education

             consider existing curricula and use distance education and digital teaching
             applications (Ali, ). The increase in digital education effectiveness stud-
             ies conducted with serious games in the COVID-19 and post-COVID period
             is remarkable. Although digital games have become widespread in nursing
             education, it should not be forgotten that these games require serious prepa-
             ration and cost in terms of preparation, monitoring and objective evaluation.
             In this section, serious DGBL applications in nursing education and their ef-
             fectiveness in providing competence to nursing students are examined.

             Advances in Digital Technologies
             Digitalization and the internet environment, computer and game technol-
             ogies, the prolifer ation of smartphones and tablets have also affected the
             education and training sector and have provided significant changes in the
             creation of a new and digital learning environment. In addition, tools such
             as online courses, digital classrooms, e-learning platforms have undergone a
             rapid transformation and are recommended for use by both public authori-
             ties (such as Ministries of National Education) and public and private educa-
             tional institutions for student-teachers (Şenyuva, 19). Various digital game
             applications have been developed and started to be used in formal educa-
             tion areas (Tschopp & Rach, 19). All these efforts have made it possible for
             education to reach wider audiences.
               Digital technologies play a critical role in increasing student engagement
             and making learning experiences interactive, both in improving and en-
             riching communication skills. Game-based learning and virtual reality (VR)
             applications are innovative methods that encourage students’ active learn-
             ing (Güngör et al., 4). These methods help students understand abstract
             concepts by providing experiential learning opportunities (Kirkley & Kirkley,
             5). The use of artificial intelligence (AI) technologies, which have started
             to have a significant impact within the scope of DGBL, also enables personal-
             ized learning experiences. AI-supported games can guide the structuring of
             educational processes and offer learning paths adapted to individual needs
             by analyzing student performance. Thus, it is possible to provide education-
             al  materials  customized  according  to  students’  strengths  and  weaknesses
             (Şenyuva, 19; Luckin et al., 16).
               International organizations, associations, local nursing organizations and
             nursing departments related to nursing education recommend the optimum
             use of technology in education to train nurses suitable for the ever-changing
             technology and human profile in the health field. The International Council
             of Nurses (ICN), the European Nurses Council, the American Nurses Creden-


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