Page 328 - International Perspectives on Effective Teaching and Learning in Digital Education
P. 328

Betül Tosun and Ayla Yava

                  tialing Center (ANCC) and national and local Nursing Associations emphasize
                  that evidence-based patient care and adaptation of current technologies in
                  nursing education are the most important factors in increasing nursing com-
                  petence (Şenyuva, 19).


                  Development of Serious Digital Games
                  Serious games are applications designed and operated in the digital field that
                  are adapted to any level of education for any discipline or field of science, and
                  that have specific educational goals and learning objectives. Although some
                  digital games were developed for educational purposes with the widespread
                  use of computer games towards the end of the last century, they began to be
                  used in formal education much later. The concept of ‘serious games’, which
                  was first comprehensively addressed and published in a book by C. C. Abt
                  (1987), discussed the basis of learning through games in education, its con-
                  ceptual framework, and the impact of games on education and other sectors.
                  In his book, Abt emphasizes that ‘games are considered serious games if their
                  primary purpose is not entertainment and if they have a clearly stated and
                  carefully planned educational purpose’ and that the game activity must be
                  prepared at a level appropriate to the age and educational capabilities of the
                  students. In addition, for a game to be recognized as a serious game, it is
                  necessary that it has measurable learning objectives and that there is a prior
                  definition of how these objectives will be measured (Abt, 1987, pp. 7–11).
                    Serious games have continued to grow and spread in scientific and aca-
                  demic research and in the gaming industry for the last twenty years in par-
                  allel with the pace of development in digital technologies. Serious digital
                  games have especially attracted the attention of health educators. Video
                  games have begun to be used as an effective method for developing cogni-
                  tive and practical skills of students in the health field (Gee, 3). Today, it is
                  expected that the use of mobile-based serious games to develop the clinical
                  competencies of nursing students will become widespread and the concept
                  of DGBL will become an important part of nursing curricula.
                    Serious games developed for educational purposes do not contain com-
                  pletely fictional and imaginary elements and have scenarios meticulously
                  prepared by professionals in this field. These scenarios must be inspired by
                  real environments. At the same time, the scenario must be created in a way
                  that will carry the entertainment feature of the games. When compared to
                  practical trainings with high-fidelity simulators frequently used in nursing
                  education, the most important difference between serious digital games and
                  serious games is that a serious game also includes the entertainment factor.


                  38
   323   324   325   326   327   328   329   330   331   332   333