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Serious Digital Game-Based Learning in Nursing Education

             cognitive development of students and other dynamics of the educational
             process. These games provide students with the opportunity to put their
             theoretical knowledge into practice, develop their problem-solving skills,
             and simulate clinical situations, thus increasing their cognitive abilities such
             as systematic and quick thinking and making correct decisions in different
             clinical situations/problems (Stuckless et al., 14). In particular, it is known
             that in education through serious games, student participation in the lesson
             increases significantly and the retention of information obtained at the end
             of the games is significantly higher compared to other teaching methods.
             The features of the games require students to analyze complex situations in
             scenarios quickly and accurately, make the right decisions and think about
             the outcomes when they encounter them; these are important competen-
             cies required in nursing practice (Lee et al., 4).

             Increase in Clinical Competence with Realistic Clinical Scenarios
             The scenarios developed in DGBL applications can simulate real situations/
             cases that nurses may encounter in the hospital. It is stated that nursing stu-
             dents who participate in this training method increase their clinical reason-
             ing and decision-making skills compared to traditional methods. In addition,
             such an experience can also provide deep and permanent learning and the
             development of nursing competencies.

             Flexible Learning Environment and Team Collaboration
             Many serious games are designed to encourage cooperation and the team
             concept among players. The training process carried out with serious games
             also allows students to increase their communication skills, get to know the
             team, and cooperation. In addition, the fact that the players are peers and
             that a learning environment and opportunities are provided at the same
             speed allows students to benefit from the learning environment to the max-
             imum (Chang et al. 1).

             Measurement and Evaluation
             Serious games allow for the evaluation of pre-structured goals and rapid
             feedback can be given. Various models can be used in the evaluation of learn-
             ing. For example, Bloom’s taxonomy can be used to assess learning objectives
             and learning outcomes (Krathwohl, ).

                   − 1.: To Remember:
                     − 1.1. To Recognize, 1.. To Recall


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